Maybe a dumb idea, but I’d do a warlike plant species that wages total war. Like razing everything since plants only need nitrogen, clean water and sunlight to survive.
Nathan Morgan
There's also the Sylvari from Guild Wars 2, which is what your picture is from.
>How would you do a plant race without falling into the “guardian of nature” cliche? By doing literally anything else. It's not that hard, man.
Gabriel Ramirez
Just googled them, thanks >by doing literally anything else Plant “brains” would be radically different from animal brains though. It’s an interesting idea to me.
Jackson Young
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Sebastian Watson
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Gavin James
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Caleb Brooks
In that case: make them like the Botani from WoW (another plant race), only even more sinister. i.e. Make them nearly immortal necromancers that raise, enslave, and mutate the mortal races, bending them to their will with mind-altering spores and bioluminescent vines that literally crawl under the skin of their victims.
Their version of undead are basically pale, contorted husks with glowing vines spreading throughout entire bodies, bleeding acid and puking coagulatory sap.
Robert Bennett
>provides precedent for fungus
allow me to shit up your thread now, please and thanks
Carson Murphy
What about nymphs and dryads?
Noah Price
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Wyatt Bailey
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Jacob Lopez
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Jaxson Hall
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Jacob Cook
Fungi are more closely related to animals than they are to plants.
Jose Perry
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Caleb Reyes
I have a species of carnivorous plant people in my setting that evolved from stuff like sundew plants and venus flytraps. They look and behave as horrific as that implies -- giant gaping maws, adhesive skin, and a penchant for spitting acid.
Gavin Perez
Wilden from 4e
Brandon Reyes
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Bentley Anderson
Please don't base any plant-like species you make on the Sylvari. They're a garbage race which pic related forced into GW2 from her failed novel.
Connor Hughes
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Samuel Hall
> Like razing everything since plants only need nitrogen, clean water and sunlight to survive.
I mean, it's not like you can't use the bodies to provide additional nutriets to the soil or anything
Hunter Gomez
>wanting to play as a salad
Tyler Rivera
because plants aren't sexy you can't fuck a plant
Bentley Edwards
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Elijah Martinez
Really more nature spirits than biological plants, but it depends on the setting, I guess.
Austin Allen
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Brayden Gray
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Brody Thomas
Don’t tell me what to do
Hudson Peterson
I'd make a plant race with a different vascular system from mammals.
They have no hearts for example, or bones, so they can do things like twist their limbs 180 degrees out of joint without effort.
On the other hand, because they're basically walking hydraulic systems, sap loss would slow and eventually paralyze them.
David Clark
The florans from Starbound are pretty good for not being "guardians of nature". They're a weird alien race of carnivorous humanoid plants. They have a fixation on hunting and using bones, furs, and leather for all their furniture.
Ayden Ramirez
Gonna expand on that.
>An arctic sentient plant species with leaves like pine trees as “hair” >flexible bark for skin >Only feel pain in a vague sense of “get away from this thing damaging you” >Eyes like
>Entire towns and cities shut down and “root” for winter—storing energy from light and soil >Thaw out in spring until fall >More violent communities raid animal species’ towns for nutrients to power further conquest before the winter >Plant seeds in corpses to jump start growth >Peaceful communities are sluggish and dim-witted, but can live thousands of years >Encourage biting and stinging insects to nest in their bodies for defense >Rely on mindless nature spirits like dryads, spriggans, and nymphs to defend them while they “hibernate”
Pic not related, but a plant thing
Aiden Morales
I would love to play a neutral evil cordyceps race that was bent on assimilation
Jose Mitchell
I really like the Sylvari, better than some shit elf race.
Isaiah Hill
Oh yeah the Florans. The have a habit of eating other sapient species. It would almost be like a canabalistic culture except plants eating humans, elves, dwarfs or whatever can’t really be canabals, can they? So a terrifying tribal culture that eats everything that is not a plant.
Adrian Edwards
No, really, Sylvari are garbage.
David Russell
The elves of runequest are humanoid plants.
Brandon Baker
If you burn everything there's more carbon dioxide to breathe.
Samuel Russell
and it's not like they're savages at all, they just have no interest in anything that isn't meat.
Nathan Collins
Aside from some notable NPCs I've never ran into these issues I guess.
I thought they explored interesting ideas of a plant people spawned by a big tree thing. Some compelling stuff that set them apart from other fantasy races.
Tyler Rogers
Is anybody else getting connection errors when trying to upload images?
Angel Bell
>How would you do a plant race without falling into the “guardian of nature” cliche? Have them need to eat, a sapient brain is a complex and energy hungry organ. Photosythesis keeps them alive, extra kilo joules and nutrients from food allows them to be active and thinking. So these plant people wouldn't starve to death, but prolonged periods without eating would render them slower and dumber until they basically hust become like a regular plant. If they need to eat farming is likely to develop and they can be the same exploitive land clearing peoples as meat-humanoids if you want.
Sylvari are too Sueish but I think some people are swinging immediately toward grimdark as an easy alternative, instead of something in the middle.
I'll give them one thing, the range of character creation options for sylvari are great. Your "hair" can be leaves, thorns, branches, etc. Your "ears" can be little stumps or bulbs. They come in pretty much every color. They even glow in the dark.
Brody Jones
Same reason you don't see many playable undead or construct races; Too many advantages over squishy humans, unless you arbitrarily rule that they lack abilities that they should by all rights have.
That's only problem for certain games. For those without, just have to somehow balance them out.
Warforged didn't do too bad in 3.5
Blake Turner
A-are they selling those ? >8 inch deep plant womb >small penor getting cucked even by fake pussi such is life I suppose
Joshua Morris
I tried to design a race of plants.
Deep down they're still annoying elves, but they grow like plants and have the variety of plants. Sentient adulthood is the final stage of grwoth, and females generally get there, but 90% of males do not. Instead, they just grow enough to spew pollen all day. Males that grow to sentience can't do that, so are often seen as useless.
They wander the world, find a nice place to spread seed, plant their children, tend to them, and move on. They grow to have some mutations like bearing fruit, having a vine whip, shooting needles, natural bark skin, etc.
They are basically wanderers wholly unconcerned with civilization's struggles.
Noah Barnes
Unfortunately no, just a fan concept, it looks top-tier though
Camden Carter
>Of the 7 core races to my setting 2 are not plant-based >Those are the humans and "dwarves" (actually rock people)
Really, it isn't that hard. The proxy "Light Elves" (herbivorous, photosynthetic), "Dark Elves" (carnivorous), "Orcs" (fungal), "Goblins" (lichen), and "Merfolk" (kelp/algae) are all plant derived, but have reasonably involved cultural divides and distinct more animalistic feature sets (cervine, feline, porcine, phyllostomine, and phocoenine) to help make them somewhat more distinct.
It leads to interesting and fun things in overall developments. Especially in circumstances where you have potential biological overlap (Goblins may be the result of Orc/Merfolk crossbreeding, for example) or geographic overlap (Dark Elves show up in the same forests that Light Elves show up in) and where the plantfolk interact with meatfolk (humans, all other sapient meatfolk are told of as myth and legend, where all of the common names come from) or stonefolk (Dwarves and their less civilized cousins such as Gnomes) leading to strange alliances or taboo diets.
Tyler Ward
Never been a fan of plant people that are just green humans. Seems lazy. If you're going ot make them person-y then at least make them different looking
Kevin Peterson
Man, I really want to see illustrations of your races now.
Juan Collins
Sadly I lost my initial batch of sketches in a move. Was just exploratory on elves and goblins. But I haven't had the heart to return to the visual side of the project.
But I've got loads more notes and details about them. So, I don't think the ideas are disappearing anytime soon.
Michael Peterson
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Camden Campbell
Like the petals of a flower, that slick smooth feeling but with a little bit of grip to it, with a warm, gooey honey like substance. Just imagine it, meeting a qt plant girl, caressing her almost waxy hips, breasts, and face, her skin stiff but it feels fragile and pleasant in the hand, your lips pressed up against her fruit like bulbous lips as a wonderfully textured, berry like tongue dances around with yours, the taste like that of raspberries almost giving you the sense that it's a food, that you want it more in your own mouth as you slowly push past her genuinely flower like entrance, finding yourself inside a world of golden sweetness and a smooth, lightly sucking pleasure.
Juan Gonzalez
This is my fetish to the extent that I've jerked off to photos of plants on Wikipedia and been given a petaljob from a rose rubbed over my dick by my girlfriend. 10/10
Christopher Miller
I've got a concept for a race I've been working on that I'm tentatively calling "Rootless." The basic idea is that since plants only have one stage of life where they're truly mobile, every member of the race is more or less an exceedingly complex seed pod. Their main purpose is to seek out an ideal location while protecting their seeds, and depending on the kind of plant they're associated with can have a variety of defenses or tools. Some of the abilities I've come up with thus far are along the lines of: >hard casing armor >thorn blades/hooks >various poisons >corrosive substances >insect symbiosis (either housing them or chemically commanding them) >gliding flight via dandelion-like fluff or "wings" >launching things with explosions >sweet scents/tastes (and being adept at social manipulations) >pick two
I figure the default will probably be the fleshy sweet ones, on account of them being the ones practically designed to interact with humanoids and other mammals. They're intelligent and social enough to trade awesome seedless flesh, the removal of which doesn't hurt them because "employ animal to disperse seeds" is the entire point of having it. Similarly, this is why some can also produce designer drugs. Most of the other types would be more solitary and less intelligent, mainly interested in spreading to far off locations and planting their seeds. Naturally, they have no sex/gender on account of carrying already fertilized cells and not reproducing themselves. They don't even have flowers, because those are on the parent plants.
I haven't totally worked out the "but where's the brain" issue yet, but I don't think a series of specialized chemical transport structures are that out there considering we're talking about humanoid fruit.
Mason Ortiz
Old enough to be green old enough to polenate, amiright ;)
Juan Anderson
>breasts >hips >small mouths >bipedal
ALL UNNECESSARY
Carnivorous Plant Hegemony when?
Christopher Bailey
Well, you need to have some ability to move around if you want to be a player character applicable to most sorts of adventures, probably. That doesn't necessitate bipedalism, obviously, but being rooted to the ground like those things is probably a no-go, as it were.
Christopher Clark
Not with that attitude
Brody Hughes
Too much effort since they aren't just re-skinned humans and actually have different needs, abilities, and other such things that your garden DM doesn't want to account for. They can easily break campaign.
Blake Ortiz
Stellaris' plantoids are all rad.
Well, except one, who's only sort of rad.
Jose Bell
Which one is only sort of rad?
Matthew Myers
Because it's hard to create a coherent culture and behaviour for them. Creating decent non-humanlike races are already hard as fuck because they're too alien from a human POV, plantpeople should be even harder. I mean, what would be their motivations, how does their society works, how their "brains" function?
Way too hard, that's why it's not done
Cameron Williams
>Creativity is too hard No wonder we're in such a state of stagnation
Bentley Barnes
You'll need to create something that is so fucking different from humans that they can't became part of a party or interact with the players in any meaningful way. Starting with the plantpeople "brains". How do you create a sentient race that doesn't have anything like a animal brain?
Being humans we can only use our human brains to create new races, which is limited.
Jace Lopez
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John Baker
Has anyone actually tried? I heard this shit about "you can't make something too alien otherwise people won't be able to relate to it" argument all the fucking time but I struggle to find times people have actually attempted to make genuinely alien settings or races and it's main downfall was that "folk couldn't relate"
Josiah Perez
Main issue is the writing with the story not the race itself. Scarlet would have be en terrible no matter her race.
Ryan Campbell
>Tiny 6/10 cactus man wooing a huge 10/10 cactus lady You go, little guy! Follow your dreams!
Isaac Williams
>he thinks there aren't enough sick fucks in this world to turn everything into a fetish I've seen more than enough tentacle porn to prove you wrong.
Hudson Barnes
Well, that's OPs fault for bringing them up
Joseph Richardson
Came here to post this
Zachary Hill
Plantoid 09.
Because he's rad-ish
Luis Sullivan
Interesting
Bentley Johnson
Gaffaw
Jaxson Ward
Because the human mind is limited. Making a decent plantfolk is like trying to describe the feelings of a lovecraftian god
Gabriel Russell
>lack of plant races
Nicholas Gutierrez
I have them in my setting as elves replacements. The real elves were one if the first civilizations on the world, but they were destroyed by a plague of parasitic plants that turned their hosts into pseudo zombies. After millenia of mutations caused by magic the two species eventually fully merged and became sapient again. A lot of their culture comes was influenced by the elven ruins in their homeland, that they believe were created by the gods
John Hernandez
For a bit, I thought those orks were carrying that vehicle to the left.
Joseph Garcia
Pathfinder has the Ghoran, which is a species that evolved from magical crops. They mainly spend their time trying not to be eaten, as they are one of the only forms of edible vegetation in their area. It's not much, but it's a concept that is unique and can be built upon.
Cameron Cruz
I've thought about using this in a bug setting. Not sure if I'd go more zombie or Borg inspired, but a fungal infection that spread from organism to organism assimilating and adapting would fun and terrifying.
Robert Smith
In case you haven't heard, Cordyceps is even worse than they thought.
The fungus doesn't affect its host's brain.
Elijah Barnes
Just because you call something a fungus and make them green (why? Fungi aren’t even typically green), doesn’t mean they’re actually fungus.
Warhammer Orks are the least “fungal” fungal race and, dare I say, extremely lacking in creativity
Wyatt Butler
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Ryder Nelson
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Grayson Flores
And most plants can't survive without a symbiotic relationship with fungi; it's valid.
Jacob Ortiz
Well aren't you a fun guy.
Adam Diaz
The "ork" itself is the flowering body of the organism, the main body is hidden underground as is typical for many fungi like mushrooms.
Orks hatch from pods that the parent organism produces, and during their lifetime they spread spores wherever they go.
Gavin Perez
"Orks" are green because "Orcs" have been green in certain popular universes since the 70s at least.
Carter Rogers
I take alot inspiration from the neo nectar from card fight vanguard. check out their lore it is pretty interesting
Colton Roberts
What's the unspoken, horrifying implication here?
Sebastian Hernandez
The host is still aware but unable to do anything as the fungus hijacks their body.
Dylan Reed
Yeah, the fungus is controlling the muscles, not the brain.
So all those cordyceps zombies are still human beings inside. They're just unable to move their own limbs, or mouths. The fungus puppeteers them instead, and they get to watch it all happen.
Jason Harris
I’m aware GW said they’re fungus, but that’s just slapped on.
Warhammer Orks behave, look, act, eat, and have the senses of animals—not fungus or plants.
Like I said; lack of creativity. The fungal description is tacked on.