Re: COTN - explore [ DNP ]

Postby Thani » Sat Nov 02, 2024 1:37 pm

marking !!
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Re: COTN - explore

Postby nimmy » Sun Nov 03, 2024 4:26 am

    new day

    new day is located in a valley between two vast mountain ranges. there isn’t a high volume of two-legs here but there is a small town that the cats frequent to collect oddities and easy food. for hunting there are plenty of mice, squirrels, rabbit and grouse. plenty of other varieties of birds but they tend to leave the song birds alone, they are rather revered and would only be preyed upon in desperate need.

    the worst natural disaster that occurs here is in the winter time, an avalanche could be triggered and come crashing down. this has not happened in the clan’s main area but had happened within less than a days travel.

    the clan claims all of the territory within this rather enclosed valley. there are other clans that lie out from them but it is rather simple patrolling borders.

    new day used to be named Grouseclan after the leader Grousebeak, he was a dictator that was overthrown by the elders still in the clan. the role of leader has been lessened harshly since to help keep that from coming to light again. there is now a council that decides on large decisions concerning the clan. the leader is more for show than for a purpose.
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Re: COTN - explore

Postby Bludragon76 » Sun Nov 03, 2024 7:24 am

Snowclan's hub!

(I use standard warrior cats words/basic lore for my clan!)

Snowclan is a camp nestled in a grove between mountains and forest, it snows two thirds of the year starting mid-leaffall and stopping mid-newleaf (it snows 24/7 in leafbare but intermittently the rest of the year! It rarely rains near their territory.)

A small stream runs near the camp, and a larger river along a border- these only freeze enough for cats to walk on in leafbare

The biggest natural threat to the cats is from the mountains, frequent small avalanches and rarely full-scale ones. The rivers occasionally flood during storms due to the environment being unsuited to large rainfall- storms are deadly in the mountains, elders tell tales of a time the sky struck out and sent a flaming pinetree onto the camp, but that hasn't happened in a long time..

They live neighbouring three other clans (I haven't more lore for those guys yet but they have gatherings and border the others!)

The prey hunted here varies greatly due to them living between rocky cliffs and dense forest, but the cats of this clan tend to specialise in either fishing, tracking, or hunting although every cat is capable of all methods of catching pray

In the mountains they catch: large birds of prey rarely like hawks and eagles, small rodents, snakes by the mountain base

In the forest: rabbits, squirrels, birds, frogs, all freshwater fish ranging from the smallest minnow to the largest catfish depending on the hunting party

The common local predators are: gray foxes, Hawks and Eagles, venomous snakes (biggest threat to camp) very, very rarely they encounter wild big-cats, the likes of lynxes or mountain lions, though these sightings are once in a thousand moons and normally considered the doing of starclan

There is a two-leg village not far from the forest borders, Loners and Kittypets are such regular sightings the clan is more lax then usual about outsiders on their territory- though the degree they react to outsiders changes with every leader

I'll refine things like the other clans at some point!!
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Mostly active for UMA, I'll gladly trade any of my rare pets for wermz!
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Meowcenaries - 0

Postby Frisco » Mon Nov 04, 2024 8:43 am

Image ©
The world has been infested by magic. It originated from one point, starting from a mysterious portal that one day opened and spread across the entire world like a plague. With it came enchanted creatures and beasts, like fairies and ogres, items imbued with spells, as well as massive dungeons filled with powerful monsters and priceless treasures. In just a few short years, the landscape has changed drastically. Humanity was nearly brought to extinction. Remnants of civilisation remain, ruined by attacks of giants and scorched by dragon fire, being overgrown by nature quickly reclaiming the land, The world is a place more dangerous than ever before, with magical disasters posing a constant threat on top of an already hazardous environment.

All inhabitants of the land had to adjust to the new, magical reality. Cats still hunt mice, but also eat the meats of beasts slain in dungeons, certain mushrooms that grow underneath trees, eggs of large birds so big, they can feed the clan for a couple of days, various bugs the size of rats or even trade with goblins, still discovering new edible things. Their favourite spot to hunt is by the river, right by their tree home, where they fish or catch small critters. When more prey is needed, they venture farther out and hunt or fish by a lake.

Salem managed to find a safe haven, where she could be happy and safe, living with a lone wizard and his bird familiar in the branches of an enormous tree, towering above the rest of the land. She learned the basics of magic, using it mostly to play tricks and cheat in card games. But, this quiet time wasn’t meant to last. The wizard discovered a threat looming over the world, threatening to end all of existence. He began researching ways to prevent the disaster, but before he could find a solution, he disappeared, leaving Salem the only one aware of the impending doom, with just a few vague clues on how to stop it, a magical bond to the wizard's familiar, and a terrifying burden she never asked for.

The Guild of Meowcenaries is Salem’s reluctant way of stopping the end of the world or at least finding the wizard. It’s not a family, like most clans, but a group of capable cats assembled to help her achieve her goal. Salem keeps the secret of the apocalypse to herself, inviting cats with promise of adventures and treasure hidden within dungeons. She knows these are the best places to uncover further clues.

The wizard’s former lair, a massive, ancient tree, has now been transformed into the Guild’s headquarters. Here they have a library filled with scrolls containing magical knowledge, shelter from the elements within its branches, many rooms on different levels of the tree's trunk and an excellent viewpoint of the land beneath.

Tl;dr:
cats live in a tall tree, the world has ruins of old civilisation mixed in with magic dungeons and ruins, very loosely inspired by dnd, but does not follow any fantasy world in particular
predators: all natural disasters + some regular predators, with humans being rare; any magical disaster you can think of, including spells and creatures
prey: various magical creatures & plants, up to the imagination
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What a beautiful, beautiful thing
to be able to dream
when you're not asleep.
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─ AVRELHOLD: Intro

Postby Lokisaurus » Mon Nov 04, 2024 1:16 pm

┌────────┐




Image
CHAPTER ONE





└────────┘
Image
    writer: blank ; level whatever ; last post ; font credit
    Image Image Image Image
patrol: blankface doubleface
stupidface blahface
hunting: wingtail tailwing
tailwhip nuzzle
medicine:
consumption:


    For as long as anybody could remember in the Hollows-wood, Avrelhold had stood a-top Hawk's Rest ─ standing guard between the valley and the mountains, a thousand ton of rock and stone a warden to the houses that otherwise reclined in the great hall's shadow. Though a modest motte-and-bailey compared to the seaside palaces to the south, Avrelhold holds sway over the Hollows-wood by being the oldest and largest of any other house and its masters (since their establishment of the surrounding territory) have proudly proclaimed themselves as "the Keepers of the Rest and the Hollows-wood", to (surprisingly but pleasantly) nobody's chagrin.

    One thousand stone ─ and for each stone, a year ─ that the ancestors of Lord Berumuul Fearne had held watch on their cliffside.
    Berumuul (son of Gareth, son of Emmelain) was the forty-fifth in his line to assume succession of Rest-keeper, a position he has enjoyed happily for the past fifty moons. Alongside him stands his wife, Aremisza (a strange woman, but loyal and undoubtable), his steward Myritos Slane (odd man, that Slane, muttering and jumping at the smallest sound...), and his ward Wedlan (a bright young man destined for greatness ─ endless possibility sits in the palm of his hand), the most adept council of the last many generations if he said so himself.

    Though Lord Berumuul is quick to heap praise upon his young ward, Wedlan, the lord and her ladyship have produced an heir to Hawk's Rest: Lady Daena. The younger Lady is a vivacious thing, quick to learn and quick to anger (she is like her mother in this regard...) and the apple of the lord's eye, undoubtably. In time, the heiress Fearne will assume her father's role with her own council and (by the lordship's behest), the heiress will have a good husband to support her in the ward, Wedlan of Viil.


───────────────────────────────────⸙────────────────────────────────────

    On cat death: if a cat dies in Explore, they must be traded or gifted before the next explore post is submitted.
    A cat may die by letting their HP hit 0%, through the will of the author via sickness, injury, or circumstance, or from old age.
    Cats that have reached 125 moons will automatically be rolled for death every post. 1D10: 1, cat dies ; 2-10, cat lives.

───────────────────────────────────⸙────────────────────────────────────













    Keepers of Avrelhold:
    Lady Aremisza Fearne — 86 ☾ — ♀
    ↪ HP: 100% ; hunger: 0%
    The Lord Fearne

    Heir to Avrelhold:
    Daena Fearne

    Steward:
    Myritos Slane

    Ladies-maids:
    Thella Morgrain
    Pya of Viil


    Occupational Staff:
    Daeren Blackstone, smithy
    Cyrese Thorne, physician
    Cairren Yros, groundskeeper


    Wards:
    Wedlan of Viil
    Medicine Store
    Herb | Usage
    Herb | Usage

    Fresh-Kill Pile:
    Squirrels | x0 | 1 servings
    Blackbirds | x0 | 1 servings
    Stoats | x0 | 2 servings
    Small Fish | x0 | 2 servings
    Rabbits | x0 | 3 servings
    Hawks | x0 | 3 servings

    Mentors:
    Mentor | Apprentice | No. of training sessions | Moves
    Mentor | Apprentice | No. of training sessions | Moves

    Family:
    Name and Name | Kits
    Name and Name | Kits

    Active Quests:
    None
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Re: COTN - explore

Postby crexmii » Tue Nov 05, 2024 12:21 am

𝐭𝐡𝐞 𝐯𝐚𝐜𝐚𝐧𝐜𝐲.

    these guys are kind of connected to my stars clan! not completely but their worlds do converge from time to time.

    the cats of the vacancy dwell in an empty void, forgotten and cut off from the rest of the universe, separated from their home dimensions, and all they have is each other.

    the void (or at least, its walls) tend to change colour depending on the time of day. its walls turn white during daytime and change to black at night. however, it is still the same, empty space, completely devoid of any other life except for the cats.

    the void appears to be a circular shape, almost like a black hole, but really its inside is vast and infinite, with no end in sight.

    outside of the void is the lacuna. known as the blank space or the in between dimension to some, this starry, shifting, multicoloured expanse is pockmarked with wormholes and portals to other dimensions. the cats travel to these other dimensions frequently to obtain food, water and resources.
    
however, the cats of the vacancy have to maintain the lacuna often, as new dimensional spills, leaks, rips and tears often pop up. there are cats who are assigned to check on it daily to make sure no unstable anomalies leak into their void. it may not be the most ideal home, but its still the only place they can live in.

    they have also gained special abilities after living here for so long. after all, they are most likely dead already although they don’t know it.
    they can venture outside of the void’s walls, and when they do, their pelts will be coated in a shadowy, inky black smoke like substance that renders their pelt completely invisible to other beings. this makes hunting in other dimensions much easier.

    however, they have to return after a certain time (about two weeks), or else they will die, disappear into nothingness and become a part of the void forever. after all, since they have lived in the void for moons and moons already, they have become parts of it.

    strangely, the only creatures that can see them are those dwelling on the planet reverie, especially the cats who live there in a strange group called softclan.
    many felines are wistful and wish they could break free of the void’s grip and join softclan and live on reverie, but those dreams are impossible anyway.

    for some reason, the main place the cats go to gather resources is reverie, softclan’s home dimension. perhaps it is because it’s safe, or because others get homesick and wish to watch the softclan cats go about their daily lives from a distance, who knows!

    a/n: they will go to other places too though! they’ll just end up in softclan most of the time for. plot convenience.

    the vacancy is a strange place, and most felines who have been trapped have given up on any idea of returning home, but there is a small group who have been working on it. they’ve been plotting escape plans galore, and stocking up on resources and planning their freedom. (unsurprisingly, they are usually new additions to the void or naive young cats.)

    “anywho, they may not be living their best lives, but at least they have lives to live, teehee! at least they haven’t noticed we’re pulling the strings yet!”
    “ssh. lamb’s ear, stop that.”




    custom prey / predators list
    here’s some of the prey and predators my cats encounter when travelling to softclan’s territory!

    prey
    one fp — skitters [tiny specks of seemingly living dust that skitter around, can be found pretty much everywhere but most commonly found near the void’s walls or in dark dry places. imagine dust bunnies but literally]
    one fp — aubade’s tears [tiny, strangely crystalline berries that seem to glisten and shine in the sun like glass. connected to the legend of aubade and her sacrifices, which is where the berries got their name from. despite their looks, they aren’t very tasty and are hardly filling]
    one fp — snails [desperate times, desperate measures]
    two fp — phosphenes [small birds whose shiny feathers seem to reflect the cosmos and its stars themselves]
    two fp — sproutlings [a kind of mouse-like rodent covered in overgrown plants, they seem to be born like this. kind of plant varies but most common ones are moss and vines]
    three fp — marmorie [elusive mermaid like critters that can be found swimming in the meraki river. quite hard to catch but a pretty clever feline can fish them out of water easily]
    three fp — lucente [weasels with faintly glowing orbs on their tails, a good source of light at night. tend to live underground, rarely come up, one should look for their burrows to find them]
    four fp — bobbles [floating round frogs! squishy and friend-shaped. also very, very tasty.]
    five fp — nefelibata [white snakes with a layer of fluff that can grow as long as a small tree’s stem. they’re a rarity to find in the forests but when a patrol successfully catches one, the cats feast happily.]

    predators
    voidlurker — fox-like, yet cat-like at the same time. these black, inky creatures with glowing eyeless sockets are felines that have been corrupted by the void, usually former softclan cats. they have no recollection or any memories of being a cat, their only goal is to corrupt. they can’t corrupt cats of the vacancy since…they literally live in the void but can cause mass damage / death anyway with their powerful jaws / claws. they are the results of a dimensional leak / a mistake the gods made.
    the marcid — melione’s children, the marcid are withered stag-like creatures of darkness. branches are embedded into their skin, giving them a bark/tree like appearance. found mostly in the deepest parts of the petrichoric woods. they can cause hallucinations and illusions to appear to trick their prey. also they have scary mouths. you don’t want to meet one.
    brontidé (bron-ti-day) — storm dragons! more like giant falcon bird dragon things. range from grey-dark blue in colour, usually to blend in with the sky when they swoop down to attack. appear during cloudy or rainy days / during storms, don’t usually attack cats but i mean… one can always use a little feline snack…
    arkasias — cave-dwelling greedy serpents who only cause destruction. found most commonly in the depths of the selcouth mines, they seek to consume and devour, and will try to eat almost anything that gets in their way.
    they have one weakness: they hate light and cannot stand to be near it.
    however, they have begun to venture out of their cave systems at nightfall in search of food as their prey sources have been dwindling…
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Re: COTN - explore

Postby spideysense » Tue Nov 05, 2024 4:22 am

mark! LOVING reading about everyone’s clans so far <3
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abyssal accord [000]

Postby beeqlass » Thu Nov 07, 2024 9:44 am

ᴀʙʏꜱꜱᴀʟ ᴀᴄᴄᴏʀᴅ.
themes: dystopia, apocalyptic, solarpunk, organic zombies, coral reefs

a dystopian bio-supercity, powered by cold fusion. at least, it was - until the bioengineers accidentally made a mutated coral variant that effected everything. -- now home to lost survivors, unhomed pets, mutant animals, and coral - and an accord of cats who believe the cold fusion will restore the city.

the cats of abyssal accord are a 'family,' devoted to the three narrakiyas - the sister deities of the three sun. they are not human, nor animal - they are something uniquely their own. each cat may choose to respect and give wishes to a specific deity, two, or all three. for each, they have a 'sisterhood' rank, of three cats. each one embodies the spirit of the narrakiyas - and are closest with the sisters. they are close with their medicinal cat(s), in decipering prophecies and messages, and getting to their 'moonstone' - deep underground, through flooded tunnels brimming with radiation, there is a nuclear power generator - running off of cold fusion.

it is old, and has not been taken care of in centuries - but the cats of the accord watch over the cold fusion, hoping someday, their home - their city - can be returned to its full glory. maybe someday, they will not have to struggle near as much as they do now.

their home is in the city of Araphé, in the territory of Veoloria. a long-forgotten super city. it is on real and artificial land, terraformed into perfect circles. the main city is divided via three primary large-scale 'tiered circles,' and each tier is 50ish feet above the other - with water pouring down the sides. these originally served as a water-based super-metro.

there is suburbs, an industrial district, shopping, commercial, etc. divided into multiple 'subdivisions' - such as an exchange district, downtown district, north end, kilodan, and more.

the entire city began centuries ago, and was the peak of its time. it ran on cold fusion - a scientific myth, so they say - and it was years ahead of its time. to make the city, they dumped mounds of dirt, sand, rocks into the water over a decade, forming articificial islands. on top of this, they covered the islands in sand glass. their coastlines are beautiful. to restore the surrounding ocean, bioscientists, marinists and such monitored construction of new coral reefs. the water was said to be so clear you could see the blossoming coral reefs.

these scientists, in genetically modifying coral, created a 'biological virus' - at first, the coral spread. it lived outside water. it creeped onto the coastline, into the city - overtaking the city. before long, it started taking over organic beings - infecting them with whats known as 'creeping coral.' this later turned airborne. the effected would grow coral from their skin, eventually turning them hostile and rabid - before eventually taking over their primary organs, such as their heart, lungs, brain. they eventually became walking coral reefs - at this stage, theyre no longer hostile unless provoked.

this started to spread outside the city - and other territories realized, only to bomb/nuke the city and surrounding. the whole area is full of radiation, mutants, dangers, almost completely unexplored and lost to time, now. yet the coral prevails. the city is half flooded now. its dangerous - most water is undrinkable, and filled with radiation - and mutated animals who thrive in this environment.

┌────────────┐




custom prey
- glow-barked rabbits
- stoneweavers, mire rats, creeper mice [1fp]
bonefish, iridescent beetles, twist-tail birds [2fp]
siltcrows, shoreleaps, saltlings [3fp]
glow-barked rabbits, gullwyrms, kelphogs [4fp]
wavebacks, bristlehides, tidehorns [5fp]




└────────────┘
┌───────────┐




custom predators
spinebacks - mutated, oversized lizards
mudmaws - ambush predators, toad-
like and poisonous
shalehounds - mutated hyena-likes,
shale-like skin. hunt in packs.
brinefangs / nettleclaws / bloodgrinders




└───────────┘
┌─────────┐




custom nat. disasters
glowstorms - fallout radstorms
sandquakes - sandy earthquakes
echoing fog - causes hallucinations
solarflares - radiation + sunburns
earthquakes
tsunamis
hurricanes




└─────────┘
┌──────────────────────────────────────┐




user mechanic
every post, each cat on patrol will take -5% radiation poisoning. this can be resolved through a custom prey, called purifern. this is to be
gathered x2 on default every post, and x1 in the winter. this is used by a math of 1 herb:2 cats. if the effected cats get below 75% rad
dmg, increase sickrolls by 15%. if below 50% rad dmg, increase sick rolls by 40%. if below 25%, increase by 75%. if they hit 100%, start
removing health by 10% every post.

rad points may go up during encounters on patrols, depending on prey, environment, drinking unclean water, etc. this will be noted in
every post.




└──────────────────────────────────────┘
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Emberclan Introduction

Postby Zentropy » Sat Nov 16, 2024 6:44 am

Concept: A post-apocalyptic world where a strange and toxic spore explosion caused global societal collapse. Remaining now are small bands of humans surviving against the odds as well as a healing natural world. These spores still exist throughout the world, but are much less concentrated now, allowing for animals to reclaim the land unoccupied by humans.

Emberclan - Founded by the remnants of an older clan lost to a ravaging forest fire. The camp is nestled in a conifer forest between large boulders at the base of a mountain. Stretching out below lies a great plain, thriving with wildlife both good and bad. To the north, a large river runs down from the mountain and into a lake far to the east. There are other regions that can be unlocked during explorations, such as hot springs, gorges, and high alpine terrain. Common NPC creatures found include humans, wolves, bison, elk, bears, beavers, vultures, and ravens.

ARPG Specific Terminology:

Xumsain is an extraterrestrial fungi that has decimated the human's global population. It creates spore clouds that drift on the wind before settling to grow a new patch, called a spore field. It's growth peaks during Greenleaf and maintains moderately through Leaffall before dropping significantly over Leafbare. Anything that inhales a large enough quantity of spores will develop Gravebone disease

Guides are special cats that have been mutated by the Xumsain spores and now are immune to its negative effects. They will show traits such as unnatural fur coloring, munchkin or reverse-munchkin, polymelia, split tail, double tails, or double ears. Guides are seen as emissaries of Starclan due to their ability to heal infected cats and thus hold an elevated ranking within the clan. Cats with unnatural pupils or eye colors are not Guides, but have a stronger immune system against the spores. If a clan has no Guide, then it defaults back to a standard medicine cat.

Gravebones is a fully infected creature that was exposed to large quantities of Xumsain spores and now exhibits terrifying symptoms; increased aggression, insatiable hunger, and decaying bodies, as if they are living death. Consuming infected meat will have a 50% chance of developing into hazelcough, and instead is best thrown into the nearest spore field to be broken down by the bengla plant.

Hazelcough is a disease that cats can catch if they eat infected prey, go into a spore field, or are bitten by a Gravebone. It is not contagious otherwise and an infected cat does not need to quarantine themselves, but they are weakened and disoriented. A Guide has 3 chances to cure an infected cat, and each attempt has a 50% chance of success. This percentage can increase depending on the Guide's skill level. [Each successful healing of hazelcough will add 5% to the next attempt]. If a cat is not cured within 1 in-game season, they will turn into a Gravebone

Bengla is a plant that seems to thrive in the decay of the Xumsain and can only be safely collected and handled by Guides as it will infect those not immune to Gravebone disease. Any common cat can still attempt to collect bengla, but will have an 90% chance of developing hazelcough

Found prey (5% chance to be infected)

[1 FP] Small rodents - mice, moles, etc
[2 FP] Medium rodents - squirrels, gophers
[3 FP] Large rodents [prairie required] - rabbits, prairie dogs
[1 FP] Small birds - sparrows, cardinals, starlings, etc
[2 FP] Medium birds - robins, doves, bluejays, etc
[3 FP] Large birds - crows, ducks, grouse
[1 FP] Small Fish - minnows, whitefish
[3 FP] Medium Fish [large river required] - bass, carp
[2 FP] Bird eggs [Newleaf/Greenleaf only]
[1 FP] Snakes
[2 FP] Toads
Medicinal Herbs

  • Yarrow
  • Purple coneflower
  • Wheat grass
  • Bengla
  • Moss
  • Alder bark
  • Bindweed
  • Pine sap
  • Blackberries
  • Honey
Natural Disasters

  • Blizzards
  • Flooding
  • Drought
  • Forest Fires
  • Xumsain Spore Cloud
Regional Predators

  • Gravebones^
  • Coyote
  • Wild dogs
  • Eagles
  • Badgers
  • Foxes
  • Rogues
  • Rattlesnakes
  • Human traps

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Rolling Mechanics
Gravebone Table: Roll a 1d10 if there is a Gravebone attack to determine what creature it is
Mice
Squirrel
Rabbit
Jay
Crow
Hawk
Snake
Wild dog
Badger
Fox
Explore Example
A short paragraph highlighting the events within my explore turn wil go here~

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Disclaimer! Subjected to change within reason as more information about Exploration is released. I am also willing to provide very specific information and percentages if desired by the writer, some preliminary numbers can be found on my storage thread <3
Last edited by Zentropy on Fri Dec 20, 2024 5:04 am, edited 2 times in total.
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[ 🌾 ] ❝ the cats of solgarden [ intro ]

Postby Canis. » Wed Nov 20, 2024 8:01 pm

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clan . link ............................ writer . none
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solgarden is a sanctuary in an otherwise inhospitable land. the name refers to the capital within the territory a colony of cats call their own in the unyielding desert, the dunes stretching endlessly in all directions away from an immense coastal sea to the west. days are long and oppressively hot, followed by nights that can range down to freezing depending on the season— although trend warm. the sky is illuminated by the presence of the dueling moons, the two orbital objects the most prominent features of the planets nights. their presence and proximity put significant pressure on the atmosphere, the gravitational forces responsible for shaping the planets tides often leaning toward the extreme and the residual fallout of such affliction resulting in severe weather phenomena. the tidal patterns themselves have periods of such strong currents that the coastal stretch of the western sea is bordered by a region known as the "salt dunes"; the lunar tides bring significant deposits of salt ashore and leave them behind as they recede, left to mix with the existing desert sand over the course of countless centuries with the natural movements of the earth. very little vegetation manages to grow in the salt saturated soil. most eek out a living upon rocky outcroppings that dot the coast, with a handful of exceptions. the salt dunes are a harsh biome, and few organisms take up permanent residence upon them. the tidal fluctuations do cause scattered tidepools to form along the coast and within the rocky portions of the salt dunes which provide an opportunity to find food, but should be approached cautiously. they are frequented by wyrms and watching ones looking for an easy meal trapped by the receding sea.

in addition to the great expanse of the desert beyond the coast, this is all the cats of solgarden consider the 'known world'; there could exist distant places across the fiery sands of their home, or over the endless ocean to the west, but no cat has ever crossed and returned to tell the tale. the environment itself is harsh and unforgiving to error or inexperience, and many manner of beast prowl between the sand dunes and labyrinthine canyon crags. to most of them, a cat is no more than a potential meal as they, too, try their best to survive in this smouldering world. areas containing reservoirs of fresh water are like gold mines and fiercely coveted and guarded against rivals while they last, with only the largest of freshwater sources being tentatively shared among the deserts migratory and territorial inhabitants alike. solgarden's sanctuary is home to a natural spring that slumbers deep in the stone beneath the paws of its denizens, fed by distant waters that travel unimaginable distances in great underground networks. its waters eventually bubble to the surface from cracks in the stone canyon walls and create a network of pools and small streams which scatter the capital, making it such an irregularity to the surrounding environment.

solgarden is situated overlooking the great western sea, set high above the often turbulent waters upon jagged cliffs formed from the surrounding natural stone structures. there are many natural stone arches, towers, and shelves that form the exterior of the sanctuary, as if the earth once erupted and the stone was left torn and scarred by some massive beast. this 'wound', however, makes for a very defensible and sheltered refuge that allows a place for the cats to hide away from the glaring sun and hungry teeth awaiting them across the dunes. the cats which occupy this region are capable of working with basic tools and thus occupations such as the stoneworkers who shape out and maintain dens among the rock are common and necessary to find ways to overcome the natural environmental obstacles within their territory. most cats, especially those who venture out on patrol, are outfitted with or possess protective masks to assist them should they be caught out in a horizonshroud or saltstorm.


custom prey
1fp . scraps, lizard, ripplewing (a small avian whose plumage
shimmers in the sunlight like a mirage. their rounded wings allow
them to glide gracefully on desert thermals. sensitive to sounds)
2fp . small bird, saltfoot (a small mouse-like mammal that is
primarily nocturnal, they are adapted to living in the salt dunes
and often have elaborate tunnels. their footpads and skin along
their belly are hardened to resist irritation), dewscale (a round
bellied lizard, with rough skin that gleams with dew in the morning
light. its hide is covered in tough, ridged scales that help it retain
moisture. it is a prickly catch)
3fp . cape hare, medium bird, dunedrake egg (see threat section)
4fp . whipwill (a moderately sized reptile that cats should not hunt
alone, they wield their whip-like tail like a deadly weapon; a well
aimed strike could take out an eye or cause significant injury)
5fp . fleckhorn (bipedal herbivorous animals with an antelope-like
head atop a body more similar to a wallaby or kangaroo. they are
larger than a cat and capable of killing them, so should never be
hunted without a patrol. they are more skittish than aggressive)
















custom threats
common threats . birds of prey such as eagles, kites, and
hawks plus jackals and snakes pose varying degrees of danger
wyrms . a family of winged carnivore that has a few distinct
species. brinewyrms are the most common, haunting the cliffs
which overlook the salt dunes and glide along the wind currents
brought in off the ocean. a young cat could be targeted by one
watching one . small bipedal feathered reptiles that often
move in packs of 2 to 5. while one isn't a threat to a patrol,
they have a rather gruesome reputation and are avoided
dunedrake . a large, robust reptilian predator. they are
solitary hunters and rely mostly on ambush tactics as they
do not have great stamina for prolonged pursuits. dunedrakes
bury themselves in the soft sand and lay in wait for prey to
wander close enough for them to catch, the distinct crests
over their eyes all that remains
hippogriff . an imposing winged beast, with four limbs
armed with deadly talons and a piercing beak on the end of
a long neck. while they are primarily scavengers, a hippogriff
will not pass up an opportunity for a meal, and a lone cat is
easy prey should they not find a place to hide






















custom disasters
lunar tides/surges • the presence of the dueling moons causes erratic and powerful tides. anything caught in a tidal surge is at risk of being swept out to sea because of the currents, and the coast is avoided for this reason when the moons are at the height of their strength. inexperienced cats may believe that they are safe on the coast when the moons are absent from the sky, but this would be in error - the tides are the most unpredictable when the moons are full and when the sky is bare. the immediate coast is bordered by the salt dunes, as these tidal forces bring vast salt deposits ashore and leave them behind as they recede
saltstorms • most common during periods of drought, usually when the tides are lowest and the salt dunes left dry. wind off of the ocean lifts salt particles into the air and carries them inland in oppressive, choking clouds. saltstorms cause low visibility, can lead to respiratory complications due to inhaling the particles directly and contaminate unprotected freshwater sources in addition to crops or herbs exposed to the storm
flash floods • most common after periods of drought or extremely high tides, the ground is incapable of absorbing saturation quick enough and causes low-laying areas to become dangerous. the impacting storm doesn't necessarily have to happen within the territory as the floodwaters travel great distances
horizonshroud • a powerful duststorm characterized by the massive, imposing wall of sand and dust that obscures the entire horizon-line beyond it. visibility is reduced to zero within, and the sand bites and scratches those subjected to it without protection, although rarely causes significant injury. the most dangerous threat a horizonshroud poses is that those caught within will become disoriented and lose their sense of direction.. panicking and fleeing deeper into the desert, only to become lost and be unable to find their way home. a horizonshroud that covers a settlement such as solgarden can also leave behind mounds of displaced sand that will need to be cleared
windflares • on days when the two moons are aligned or oppose each other, the tidal forces impact atmospheric pressure and create powerful, localized gales. these windflares, blowing from the inland desert towards the coast, can reach extreme temperatures which is why the phenomena has also been called the "burning wind". areas impacted may find spontaneous brushfires started due to the sudden change in temperature, that surface-level sand and stone can become hot enough to cause burns, water sources face high rates of evaporation and of course, those who dare to try to traverse burning winds face dehydration or heat stroke. in extreme cases where one is unable to find shelter, the conditions can lead to death by exposure to the extreme temperature

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