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  1. Dothra appear as normal Elves, save their dark green skin, claw like hands, and sharpened teeth. Graceful in the way of Fey, and Deadly in the way of the predatory Animal, Dothra respect only strength, and believe that if you cannot protect it, you do not deserve to have it. The tribes of Dothra are commonly ruled by the Atha, the King Dothra. Standing well over 7ft tall, , extremely strong, and durable to the point of frustration, the blood of the Tyrant kings runs within them. However, being large and powerful has it's own drawbacks, leaving them far less graceful than their kin.
  2. Tribes of Dothra are a scary place for visitors, as younger Dothra watch from behind trees, or the around their mothers, with an almost predatory gleam. The Mud buildings serve little but temporary shelter in the case of strong hot winds, or a choke point to defend more easily.
  3. They are not one of the more technologically inclined races, having little more than stone and wood weapons, but they make brutal use of them, often closing in to feel the blood of their enemies. They vastly prefer to attack in close combat, with their own natural weapons.
  4. They consider all people but themselves and the Saurian to be little more than meat, cattle fit only for consumption.
  5. They once lived among the other Elves, but their carnivorous ways, and general lack of respect for the other Elves had them exiled to the Shattered lands, to live out the remainder of their days. An unforeseen side effect however, was that they happened to be more suited for the environment than any other.
  6. Tooth and Talon, They live by the tooth, which means they eat what they should, and nothing else. The Talon means warfare, and battle.
  7. Dothra live roughly 80 years, but age slightly faster than Mathrukal.
  8. Rip the flesh and shred the skin, break the bones and grind the teeth. Let the blood rain and the Organs splatter. For we are Dothra, and we are children of the Talon.
  9. Enemy devoured, and horse eaten. Let them scream and let them moan. Murder their children and sacrifice their wives. For we are the Dothra, and we are Children of the Tooth.
  10.  
  11. Valdorn are Elves with pale grey skin, and completely white eyes. Otherwise appearing as a normal elf, Valdorn society is based upon allies, influence, and personal wealth. The more money one has, the more powerful they are, and likewise, the less, the lower ranked. Among the lowest ranked Valdorn, most are slaves, whose entire families have been slaves for generations. Valdorn worship the Prince of Heretics, and believe all other gods are fit to be killed, or worse, the religion itself is a complicated thing in which contradictory are true, and lies are equally false. Typical Valdorn weaponry consists of Poisoned Daggers, and Long knives. They abhor melee combat, preferring stealth and range to all others. They possess a skill in stone craft rivalled only by the Dwarves of Iron hall, and their cities are carved from the ceilings of massive caves. They typically live one hundred to one hundred fifty years.
  12.  
  13. Hathon are Elves with a dark blueish skin tone, and vibrant silver hair, and always have at least one gold eye, if not two. Well versed in the language of the forest, and particularly long winded, Hathon are keepers of the written word, ancient Liberians, whose tree homes house thousands of years of knowledge. They favour Diplomacy to warfare, but are extremely talented in poisons and Druidism. They share a bond with an animal, born at the same time the Hathon is born, they share everything with their kin, and losing one is an extremely emotional experience. They often cannot live without one another, and the remaining half often commits suicide. They worship nature, and the Forestborn rather than any true deity, and are deeply ingrained into the forests they call home. They typically live one hundred years.
  14.  
  15. The Neseriv are an utterly terrifying Elf race, Extremely gaunt, pitch black eyes, and Jet black hair, they are known far and wide for their warfare methods.
  16. Masters of flesh and alchemy, almost any Empire has heard tale of the Walkers, or the Night Haunters. Living far above all the others in massive flying sky cities, Neseriv practice their arts upon slave victims, or other Neseriv, it matters not. Easily the most famous Neseriv weapon is Hellfire. A self sustaining fire, only complete lack of oxygen or heavy amounts of water can put out Hellfire. Even more so terrifying is the Night Haunters, flying tentacled monstrosities, they paralyse their victims and carry them back to the Torture cities of the Neseriv. None ever return. No one knows the limits of the Neseriv age.
  17.  
  18. The Glymourn, graceful, intelligent, and utterly Careless about the rest of the world, they are content to reside in their gleaming Glimmerstone fortresses, and play political games while the outside world rots. Though loathe to leave, when roused to war, they are nigh unstoppable, a force rivalled only by few. Long swords and Steel shields dance upon the battlefield, destroying any stupid enough to stand in front of them. Only thrice has the Glymourn armies been defeated in open combat, and Arcamenel still remembers to this day. They have no upper limit of age, but instead, after around 70 years of life, fall asleep for a whole year, their bodies' vital functions extremely reduced. During this time they lose a lot of weight, but their bodies visibly become younger again, often changing significantly, including changes of facial features. But the changes are not only about the body. Their memories become fuzzy, a bit like belonging to someone else or being a recollection of tales heard. Their general attitude and traits remain the same, as those belong to the soul. They retain most skills, at least in the same manner as they do with their memories, but it becomes mostly irrelevant, as after waking up they usually start pursing new things, willing to commit to activities they've never tried.
  19. After usually 10 cycles they start to become more and more alien, their minds burdened with thoughts unknown to those of humans or young elves. At 15th, they gain innate and powerful magical abilities, but they become almost completely detached from the reality.
  20.  
  21. Manhuki, Not the smartest, nor the strongest, and yet not the weakest of the races of Ageon, the Manhuki are an adaptive race, with a drive to survive unlike any other. They're not the most populous of races, but their stubbornness has allowed them to live in areas other, stronger races could not, and thus they've grown powerful. Numerous, they've spread across the world, and though very few 'True' Manhuki cities exist, those that do often are generally left alone. Heavily warlike, It is not very often that an adult Manhuki has not seen a war, even less so if they have known of one. They possess a powerful ambition, and refuse to die, even when faced with overwhelming odds.
  22.  
  23. Mathrukal, a horrible and depraved race, though undetectable in appearance from the Manhuki, have their roots in the beginnings of creation. Such a story is for another time. Possessing all the traits of the Manhuki, but none of the remorse or thoughts, they often taint the ideas of other races on what the Manhuki are. Only possessing one empire throughout the entire span of history, as a violent and infighting race naturally, they are often killed as fledgling empires to prevent such things from occurring.
  24.  
  25. Dressed in typically dark clothing, and wearing heavy, but loose armor, the typical Chalavos (Dwarf in common) stands around 4' tall, The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, grey, or brown. Dwarves average 4 feet tall and weigh as much as adult humans. Their culture reflects their inner lust for Gold, and other precious minerals, given to them by their creator god. They serve this god, and outside of the religion, no one knows exactly what it teaches. To slight a Dwarf is to have a grudge harboured against you, your kin, and however many generations it takes to repay the slight. Greatest of all of these, is the grudge passed down between each of the royal line of Kings, against Arcamenel and his Glimmerstone fortress. The current king; Varig, is the only king in the last two generations to take active measures against Arcamenel, placing his troops at the edge of the High Elves' territory. Though they do not possess a grasp of magic like the other races, their Smithies and Forges are legendary, able to churn out hundreds of weapons a day, and in wartime, thousands. They also possess knowledge that very few other races do, that of Runes. This is how their weapons, though un magical in nature, never fail.
  26.  
  27.  
  28. The Hethruk are a sad race, with a history of pain. In the beginning, when only the primal races were born, a sect of the Iron Dwarves had been sent out, in hopes of finding new mineral veins to harvest. Many of the Chalavos myths surround the group of Dwarves, the most common of them being that they were lost in the caverns, never finding the way out, and dying alone within the dark caves below. It has some truth in it, but few other than the Hethruk themselves know what happened. They got lost, yes, but they instead found a large cavern, larger than any Dwarf city, or mine, and entered in it, drawn by the piles upon piles of gems and raw ore. It was there that they found the Mirroch; large, grey skinned and undoubtedly impressive humanoids, though possessing only of one eye. They led the dwarves to their masters, beings large to even they. Using long hidden arts of alchemy, they transformed their captives into slave labour, for the endurance of a Dwarf is hardly matched by any of the lesser races. Thus they serve today, broken under the lash, and completely dependant upon their masters for survival.
  29.  
  30.  
  31. The Gatar. Not often do you see a race mixing brutality and intelligence like the Gatar, instinctually militaristic, and cunning unlike many other races, they have honed their craft into a monstrous war machine unlike any other. Standing roughly seven feet tall, dark green, almost black skin, they are often a fearsome sight. Golden to silver eyes are the most common, with pure black being extremely rare, though not unheard of. Almost always black hair, tied in dreadlocks style to keep it from obscuring their sight. Sharp, jagged teeth, and small pointed ears complete the image of a violent, unintelligent race. This could not be farther from the truth. Skilled, but far from the best, Orcish craft is a combination of assimilated technology, and their own designs. They are not nomadic people, like one would expect from their outward appearance, but instead are heavily adaptable, though they prefer to stay in a single area.
  32.  
  33. The Eru.
  34. Cowardly and idiotic in the worst of ways, Eru are naturally stupid, and more often than not weak. Preferring rather to run, or hide, whichever would suit them best at the time, than fight, they have since been subsumed by the much stronger, and more dominating Gatar. They fulfil the role of the servant, gathering food and carrying heavy objects, in this role, they have created some impressive feats of engineering. Reaching at most, a height of three foot, they are physically weak, not much stronger than a young child, but have impressive endurance.
  35.  
  36. The Nezom.
  37. Nezom, are known to the common farmer as the Trolls, or Ogres, are a brutish and unintelligent race. To them, they only know three emotions; Anger, Hunger, and pain, the last of which often leads to the first. An average male Ogre breaches nine foot tall, and can easily grow larger than eleven. Dark brown or grey skin is the most common of their colourations, with the occasional light green being seen. They are not completely stupid however, as they can recognize superiority, and know when to bow. Typically found in the company of Gatar, or Dokax, who tend to use them as muscle, or pincushions. They are usually anti social creatures with their own kind, so Nezom left to their own devices find themselves somewhere to sleep away from others, and tend to not venture out.
  38.  
  39.  
  40. Iron Giant; Epic Forgesmiths, Runecarvers. Not very good at battle, but impressive nonetheless.
  41. The Orym. One of the most ancient races in the world, they are rarely seen, even to those who seek them out. Able to create weapons of power that are unequalled by any other, they are the undisputed masters of the forge. Standing well over three men tall, they dwarf all but the Dragons, whom they consider their equals. Black as pitch skin, harder than stone adorns their body, covered by even harder armor, forged of metal unseen by even the deepest Chalavosian mines. Found in the highest mountains, they are in temples built of solid white marble, for it is the only material which can withstand the heat of their forges.
  42.  
  43. The Cyclops
  44. The Cyclops are a slave race to none other than the Orym, standing fifteen feet tall, they carve out massive tunnels in the mountain-homes of the Orym, they are even more rarely seen than the Giants, most living their extremely long lives entirely in the tunnels. Dark Grey skin, with single blue or green eyes, they are well muscled, and well adapted to life underground. They can see almost perfectly in the light-less depths, and do not take lightly to strangers in their mines. Though they despise magic, they are naturals at Alchemy.
  45.  
  46. The Kothrar.
  47. A race unlike any other, the Kothrar are deeply religious, any single Kothrar can tell you the name of each and every of the twelve deities in their religion, and what they stand for. They are a naturally patient race, preferring diplomacy to violence, but every twelve generations, one dedicated to each deity, they go on a great war, known to them as 'Thovin', or, 'The great death'. It is a great honour to die in this war, and each Kothrar born in the generation of Thovin live for it. Their bestial appearance, does not detract from their intelligence, though they are tribalistic and nomadic, they place great respect upon their Elders and their dead. Every Thovin, a great prophet, known as a Caller, is born. Known by his grey fur, he is unnaturally intelligent, and leads the Herds on their great crusade.
  48. Though specific features vary from Kothrar, they almost always are some form of humanoid beast, possessing great horns and brown fur.
  49.  
  50.  
  51.  
  52. The Dokax
  53. Small, scaled creatures with the head of a reptilian dog, Dokax are a incredibly fast breeding race, constantly at war with the other races of the ground. Though they are their own race, very rarely are they seen without Overlords, as they are a completely cowardly race, even more-so than the Eru. Their rapid breeding has forced them to expand above ground, and thus they have had many conflicts with the surface dwelling races. They do not possess a culture like others, but instead are all completely equal, as to avoid inter-species conflict. Though cowardly, when driven by a creature far more powerful, they are far more afraid of their master then any enemy, and fight with a ferocity not-often seen.
  54.  
  55.  
  56. The Aethkerak are extremely few, numbering no more than a hundred at a time, but nearly immortal. At two heads taller than any man, they have a large, impressive frill to further add to their intimidating appearance. They are naturally adept at magic, and are nearly unmatched. Found most often ruling over other races, they are natural tacticians, very rarely loosing any engagement they wish to commit. Naturally narcissistic, they find very few races to be even close to them, and can count the ones they do on one four fingered claw.
  57.  
  58. The Awahx
  59. Found in the damp and moist swamps, Awahx are a race of proud warrior-shamans, in deep connection with the natural world. To them, every race in the world has it's place, and they are the arbiters to keep it there. Standing a full head taller than a man, they possess armor-like scales, and powerful sweeping tails. They are a nomadic tribes-people, and are very mercantile. They prefer diplomacy, and would rather avoid war, as they breed very slowly.
  60.  
  61.  
  62. Powerful. Majestic. Immortal. Ancient beyond belief. These words describe the Dragons, who have been since the first Ages. To them, mortals are but a toy, and their years are hundreds of those of the lesser races. From egg, to full grown, they dwarf any other race, and are more akin to features of the world itself than creatures. In truth, they are two races, the younger, adolescent Dragons are Wyrms; vast and winding, and the adults are the Emperor Dragons, with wings that blot the sun from afar, and breath like hell itself. Found in almost any color, save pure white and black, they are very rarely seen.
  63.  
  64.  
  65. The Wanreves are a strange and pronounced alien race in a world filled with creatures the size of mountains, and creatures made of stone.
  66.  
  67. When first encountered after a magical barrier shrouding their lands from the rest of the known plane deteriorated, the reves were thought to be just another nomadic steppe culture with an intrinsic bond towards their beasts of burden. If not for their apparent asexuality, only time and translation stood between scholars and cataloguing a quaint yet unremarkable people into the annals of the many books of races and cultures. The reves displayed a general propensity for magic, interesting primitive technology, and a normal aptitude to martial skills.
  68. Then, with the first inklings of understanding, did we truly come to see the one defining trait that the reves. While a welcoming people, it was always a puzzling quality of the reves to be protective of their herd beasts to the point of violence. This was doubly curious due to the nature of the creatures themselves. Heavily muscled and twice the size of a bull, their animals also sported long, raking claws and mouths lined with nothing but fangs. The animals were clearly carnivorous and were fed primarily on meat that the reves hunted in tandem with their animals. It was a wonder how the reves even managed to tame these short-tempered monsters, and equally amazing that these creatures allowed themselves to be 'domesticated'.
  69.  
  70. Eventually, wizardly academics began to visit the Wan-reves to record their version and understanding of magic. In a fortuitous coincidence, the first mages sent to the reves happened to be a married couple that happened to dabble in translation and decryption magic that helped expedite the exchange of information more than clumsily aped gestures and broken languages on both parties. The translation spell, however, proved too effective.
  71.  
  72. At first casting, it was strange that all the reves seemed to call the husband as a 'pack animal' or 'pet'. At first, this was just thought to be a nickname or a joke. When only one wizard was performing the spell and conversing with the reves, the couple found that the same word for husband and the beasts were interchangeable. This was just considered a nuance or perhaps a failing of the translation spell.
  73.  
  74. Then came the surprise of a wedding invitation. By then there were stirrings of suspicion in the mages but they dismissed them as preposterous. Still, what could possible be the cause for using a very specific term? By the time of the actual ceremony, however, all doubts were wiped clean from the wizards as they witnessed a bizarre and still controversial practice and revelation of the Wan-reves.
  75. Led into a large tent, the mages were surprised to see that the gaily decorated interior housed both the reves and their pack beasts! In what was both a wedding ceremony and a type of aggressive bazaar negotiation, what could only be assumed as the mother of the bride began to haggle in an almost ritualistic manner with another reves, all the while with what amounted to a priest in the background and what looked to be a reves bride standing behind her mother silently as the two older looking reves spoke. Eventually, the two reves came to an agreement, bowed and shook their hands, and a pack beast decorated in fine cloth and metals was led into the tent by the other reves woman. With the chanting of the clergy behind them, the bridle of the animal was given to the young bride and she touched foreheads with the beast, with great ululations from the gathered crowd and grunting of the herd animals.
  76.  
  77. The dawning of understanding was a harsh one at first. The revelation that, indeed, the reves did have male and females was a surprise. Now the anger at the questions of whether or not the reves ate their herd animals was finally cleared up, as well as the confusion and embarrassment when asked if the reves milked their herd. The scandalized reactions of reves to the question of whether or not anyone 'owned' more than one animal was justified, and the constant forehead rubbing that seemed to take place between them was finally explained. For the most part, more studies are still being conducted in the life and culture of the reves.
  78. Further interactions with the reves find that the males of the species are, for the most part, dumb animals no smarter than dogs or horses. However, they do bond with their chosen female after a mating and copulation still not fully understood and only seen through a muslin curtain at the request of the mages. The emotional attachment that reves women have with their mates are comparable to that of more standard cultures.
  79.  
  80.  
  81. Dothra; Dinosaur Elves
  82. Valdorn; Dwarven Elves
  83. Hathon; Wood Elves
  84. Neseriv; Vile/Dark elves
  85. Glymourn; High Elves
  86. Manhuki; Humans
  87. Mathrukal; Vasharan
  88. Chalavos; Dwarf
  89. Hethruk; Slave-dwarves
  90. Eru; Goblins
  91. Gatar; Orcs
  92. Nezom; Ogres
  93. The Orym; Giants
  94. Cyclops
  95. Kothrar; Beastmen
  96. Dokax; Kobolds
  97. Calaraxi; Troglodytes
  98. Aethkerak; Dragon-Sorcerers
  99. Awahx; Lizard-Men
  100. Dragons
  101. Wanreves
  102.  
  103.  
  104.  
  105.  
  106.  
  107. ----------------------------------------------------------------------------------------------------------------------------------------------------------------
  108. 'Alien' world races.
  109.  
  110. Nothing more than masses of sentient gas, the Etenzon are a strange species to say the least. Their origins are not entirely clear either, and they themselves know little about their past or their ancestors. Some speculate that they were given life by a bizarre magical experiment, while others think they are the remains of another species, their consciousness clinging to the vapour that was once their bodies. Whatever the case, these gaseous creatures are made even more strange by their method of integrating with other species outside of their own Shards. Without a corporeal form, they resort to intricate suits to contain themselves, mechanical marvels that allow them to walk among other races.
  111.  
  112. The first question that springs to mind is 'Where did these suits come from?' Well, surely they couldn’t have been built by the Etenzon, as they lack the hands to do so. Indeed, they were not built, but found. At least the first ones were. Drifting through the void, they simply happened upon them, abandoned and neglected for ages. A few of the ingenious individuals tried manipulating the air-tight suits, and the rest was history! Finally having a way to interact with the physical world, they quickly improved and refined them, and many of their number believe this to be the proper birth of their race. In truth, they existed long before the discovery of their mechanical bodies, but any deeds or history could not be recorded, due to their nature. It was not until the first Etenzon donned the first suit and left a hand-print in the dust that they could leave a permanent and lasting impression.
  113.  
  114. An Etenzon is a shapeless cloud, roughly two to three feet in diameter in a relaxed state. It may expand itself to cover more area, or compress itself to take up less space if it wishes, although it may dissipate if stretched too thin. The gas that makes up their form can be a variety of colors; blues, greens, reds, etc. They lack an actual gender, although some do decide to take on a masculine or feminine personality, while others find the idea rather strange. Without their suits, they communicate by body language, subtle movements of their forms expressing various concepts. Other races cannot learn this language, as they lack the anatomy to do so. They do not need to breathe, but still require food, most suits containing a compartment to place food into so the gas may feed on the particulates, or an atomizer that breaks matter down into a dust.
  115.  
  116. An Etenzon’s suit acts as their physical body, and without it an individual is vulnerable to many dangers. The suit both contains and protects them, while allowing them to interact with the world around them. A suit can stand anywhere from four to six feet tall, and is rather bulky for its size. Any bigger and the Etenzon has trouble animating it. These suits almost look like a pressure suit or a diving rig, although covered with vents, valves, tubes, and all manner of mechanics. They are quite intricate, and make constant noise even when standing still, whirring and clicking as the gas inside of it maintains every single delicate piece of machinery. Normally a large glass dome serves as the head, through which the coloured gas can be seen, serving as a sort of “face” to identify it with. With their suit, they can speak in a monotone voice, robotic and through a veil of static. They also talk slowly, as the process of actually producing speech is a complicated procedure. One must be patient with an Etenzon in conversation, as responses can take up to a full minute.
  117.  
  118. Much of their past culture has been lost, due to a quick in their anatomy. Etenzon frequently dissipate, splitting into multiple clouds and drifting off in separate directions. These wisps hold some bits of the previous individual’s memory and personality, and when several of them come together, they form a new Etenzon. Due to this process, it is inevitable that things are forgotten in the exchange, and some wisps simply fade away into nothingness. However, with their newfound technology, they are eagerly working on crafting a culture of their own, recording everything they can and picking out customs and traditions that they are particularly fond of. This lack of a unified culture has led to some very confused interactions with them. Some may bow as a sign of respect, while some may salute. No two Etenzon abide by the same code, and this has led to some very frustrated diplomats!
  119.  
  120.  
  121. Aetherion; Warrior Parasites.
  122.  
  123. Tyrithan; Vast resin castles moulded to organic rock are the home of the small, but vicious insectiod horrors
  124.  
  125. W'heh-yrtor
  126.  
  127. Ixsartor
  128. Volsokai
  129. Calaraxi
  130.  
  131. Ahevrem
  132.  
  133.  
  134.  
  135.  
  136.  
  137.  
  138.  
  139. Races 1
  140. Chaarl Chaarl are spirits of primal fire that have taken physical form.
  141. Gryod Gryods possess two manipulating tentacles and a tiny sensory organ. The rest of their body is a buoyant gas bag, which they use to move. They naturally produce a hallucinogen, which they use for self-defense.
  142. Bapox Bapox have two heads and long, serpentine necks, as well as a long tail with two manipulating tendrils.
  143. TraxTrax are large creatures that roam vast deserts, using their shovel jaws to sift through the sand in search of minerals to feed on. They carry large growths of valuable stone on their backs, which they take great pride in.
  144. Ahevrem Ahevrem are tiny creatures, only about the size of one’s finger. They’re covered in chitinous plates and have long, thin, whip-like tails.
  145. OsinOsin have heavy digging claws, which they use to construct elaborate tunnels and burrows.
  146. Mezan Mezan are huge creatures, possessing thick eyes and stubby, parrot like beaks. They prefer to keep to themselves, and are mostly solitary.
  147. Wegian Wegians are crustaceans, living on coastlines and rocky outcroppings, making nests in the stone with their corrosive spittle. Families are very close, and a single den can have well over 100 individuals living in it, all of them somehow related.
  148. L’oi L’oi are prized for the medicinal properties, and are often hunted by other races.
  149. Yix Thin snakelike reptilians, Yix are natural schemers and liars. Their society is an incredibly complex web of conspiracies and nefarious plans.
  150. Yorok Yorok are incredibly light and quick, flitting through the air on their feathered wings. They value freedom above all things.
  151. Thergon Thergon have long, powerful arms which they use to move, hopping on their one stumpy foot.
  152. Vev The Vev are all symbiotically linked to a special type of fungus that grows on and in their bodies.
  153. Indrek Indrek produce tough shells that encase their soft bodies, walking on long, stilt-like legs.
  154. Kran Kran are naturally magnetic, attracting all sorts of metallic goods. They have dark, almost black skin, and one large, central eye.
  155. Iska The Iska are nearly always shrouded by elaborate robes, to the point almost no one knows what they look like. They are mysterious and wise, with the psychic ability to glimpse into the future and gaze into the past.
  156. Utayn Headless, one-eyed humanoids, the Utayn have a tribal culture. Each tribe is relatively small, and can even have a single individual.
  157. P’tac
  158. Tholmos
  159. PrekPrek have large resonating chambers on their heads, which they use for a rather loud form of communication. They are incredibly patient, and their culture is steeped in formalities and traditional customs.
  160. Dek Dek are small creatures with wide, flat shells on their backs. Normally they allow creatures to build elaborate nests on them, both for protection and food, but some of them haul cargo or offer transport across dangerous areas.
  161. Migok Pale and nearly blind, Migok drag themselves along the ground with oversized forelimbs. Think ugly lungfish/anglerfish
  162. Etenzon Etenzon are masses of sentient gas. They wear technological suits when they travel abroad, mainly for their own safety. In reality, a single Etenzon is made of half a dozen or more partial individuals, personalities and memories merging to form one mind.
  163. Xem Small, sluglike creatures with psychic abilities, Xem bond to a host for protection and survival.
  164. ZeerLiving hives, the Zeer live in a symbiotic relationship with a species of flying insect. They cherish their partners, believing that they must protect the tiny creatures.
  165. Nirak Nirak developed in a cold, dark environment. They glow with a soft, warm light, and are adept at guiding people through their homes.
  166. Shrin
  167. Krohak
  168. GathThe Gath fly on four rapidly beating wings, which make a loud buzzing noise. They are fiercely religious, believing that their leader is in fact a god.
  169. RyakRyak are hunters, with sharp teeth and raptor-like claws. They form tight knit packs, either with their own kind or with other races.
  170. Irgem Irgem have a thick hide and an even thicker shell. They are slow moving and generally stoic, as showing emotion is frowned upon in their culture.
  171. Urgor Urgor are large and gorilla like, with strong arms and thick fur. They are survivalists, and thrive in harsh climates.
  172. KweeBarely sapient, the Kwee are violent and savage, organized into crude tribes. They lack a culture of their own beyond thieving and marauding.
  173. Gridini Small aquatic creatures, skilled with magic, they live in small glass jars carried by others when traveling abroad.
  174. StosStos are quadrupeds, with four legs spaced closely together, and two arms. They are warriors and hunters, with strength and cunning being highly valued.
  175. Vugran Vugran have no homeland, the entire species born in the void upon ships. Navigators and sometimes pirates, there are no better void-sailors in all of the endless worlds.
  176. Teldor Armored scales cover a Teldor’s body, which they use to their advantage when spreading the message of universal peace.
  177. Iq’tari All Iq’tari are linked telepathically, sharing knowledge, experiences, and feelings across a mental network. They have trouble communicating with other species because of this.
  178. Thrin Thrin are highly toxic, their skin dripping with venom. They wear a special suit when coming in contact with other species
  179. Zorkos
  180. Yirsa
  181. Unjar Unjar have two long tentacles in place of arms, as well as a long tentacle tail.
  182. Auker The Auker have bright feathered plumes on their heads and four arms. They communicate using instruments, as they are unable to actually speak.
  183. Dral
  184. N’in
  185. Trofk The Trofk are brightly colored stumps with three feet at the bottom and numerous tentacles at the top. They regenerate quickly from wounds.
  186. Slaais
  187. Auknara
  188. Nis Little more than floating motes of light, the Nis possess limited telekinetic abilities.
  189. Frek
  190. Unjek
  191. Stamn Stamn have heavy horns on their head and hooved feet. They are noble and proud of their culture, but they are not arrogant.
  192. Ghix
  193. LaukLauk are small gliding mammals with long, prehensile tails. They are energetic and have bright, optimistic personalities.
  194. Dax Natural tinkers and gadgeteers, Dax have a way with aether devices of all shapes and sizes. They have nimble fingers, long arms, and squat bodies.
  195. Thrim
  196. SnixSnix are long, multi-legged mammals that stalk through the underbrush of forests. Stealth, trickery, and guile are highly valued in their culture.
  197. Nar Ridiculously long lived, the Nar are slowly dying out. Nearly all of them are thousands of years old, with very, very few new offspring being born. Their culture has stagnated, and many of them have become out of touch.
  198. VoraVora have long jaws and spindly limbs. They are a tribal species, living in swamps and other murky places.
  199. Ornath Scholars, philosophers, and visionaries, Ornath seek to learn everything they can about the endless worlds. They are blue skinned humanoids, with head tendrils that serve as sensory organs.
  200. Keerl
  201. Lozak
  202. Saaan Coming from a land of perpetual wing, Saaan are light, quick, and thin, with wide heads and six eyes.
  203. Ya The Ya are nomads, wandering the lands for a purpose they have long forgotten about. They are quite agile, and good riders.
  204. Hok
  205. GlaxShort, fat, and incredibly greedy, Glax see the world in terms of money and wealth.
  206. Vehik Closely related to the Neyik, the two species have split due to separation and differences in beliefs. Vehik dye their skin red to identify themselves. Fiercely militant, they believe the Aether is sacred, and shouldn’t be used frivolously.
  207. Neyik Closely related to the Vehik, the two species have split due to separation and differences in beliefs. Neyik dye their skin blue to identify themselves. Neyik believe that the Aether should be used freely by all races, and are rather peaceful.
  208. Feyel
  209. Naius Naius have a natural glamour, making them partially invisible. The prefer not to deal with other races, shying away from them as a whole.
  210. Threlle Threlle have hand-like feet, with nimble fingers and thumbs, which they can use to wield weapons. Known for their twirling, dancing fighting style, most Threlle are quite proud of their heritage and learn this traditional style from a young age.
  211. QuawQuaw are a stoic race of avians, preferring to keep to themselves in quiet meditation.
  212. Yuax
  213. Meerkin Almost ferret/otterlike creatures. Clever and cunning, they make good thieves.
  214. Yek Yek are part worm, part crustaceans. They traditionally live under a thick layer of mud, which they sell as a health product to other races. Because of this, a large number of con-artists have sprung up among their number.
  215. Geevos
  216. Ardrok Ardrok have long, heavy quills running down their backs, which they can throw with great accuracy. They have short tempers and frequently resort to violence.
  217. Styos
  218. Gitis
  219. Solek
  220. FisaFisa generate electricity from the long spikes on their backs, which they can discharge in dangerous bursts. They’re aquatic by nature, and are excellent swimmers.
  221. SlarPale, corpulent, and faceless, the Slar almost look like bloated silkworms with limbs. They do indeed produce silk, and trade in textiles constantly. They are peaceful and very philosophical.
  222. Thamod
  223. Shiox Covered in supple fur, Shiox are known for their vanity and narcissism.
  224. Yeoz
  225. Modax A Modax can eat just about anything with its powerful jaws, strong teeth, and potent chemicals in its stomach. It chooses when to digest its meal, so its belly can also double as a sort of storage pouch.
  226. Umena
  227. Shrok
  228. Sliks With an incredibly slimy skin that earned them their names, the Sliks are an amphibious species, preferring to live in cool, coastal environments.
  229. Meeax
  230. Gan The Gan evolved in an almost lightless environment, and communicate through touch. They have large, sensitive eyes and pale, almost translucent skin.
  231. Frina
  232. Qet Qet flit through the void between worlds, feeding on the very aether itself.
  233. Zaui
  234. Aulinteth Long thought to be extinct, the Aulinteth are an ancient race, barely kept from the brink of death by harnessing spectral energy.
  235. Shosnar
  236. Blugron
  237. Fleznar
  238. Arleb
  239. Diea
  240.  
  241.  
  242. Kuma replaced the rauklin as the shortest race in Tempesion, as rauklin were no longer desired. They do not possess the technology to leave their solar system by themselves. Their homeworld of Darten is made of extreme valleys and mountains, with the kuma inhabiting the higher regions.
  243.  
  244. The pakan are a race native to the war-torn planet Shasta, also home to the kerohdi and kerohda. Their irregular physiology earns them much prejudice from other races. They invaded the human's homeworld early on in the universe's timeline, only to be repelled by combined dmargo / human forces. They have tails, though omitted for aesthetic reasons.
  245.  
  246. Humans of Tempesion are not from Earth; rather they developed on a planet called Taria which is 99% virtually identical to Earth in terms of climate, solar position, etc. This allowed for a human-like race to evolve there, 99.9% identical to Earth humans.
  247.  
  248. Discovered living under the surface of what was thought to be a dead world with an irregular star, the hardy phedan race were discovered very much alive, living in a vast system of geofronts. If brought offworld, their rouge-ish attitudes and knack for scavenging often make it difficult for them to integrate into more common life. They do however, make excellent mercenaries, scouts, and bounty hunters. They are thought to posses a very sophisticated knowledge of electronics, mechanics, and circuitry.
  249.  
  250. Dmargo are as dmargo always were. Hairless mammalian creatures (save for the hair on top of their heads) who are both very intelligent and peace-loving. They have much in common with human physiology. They also have tails, which was omitted for aesthetic reasons on the race chart. Their homeworld, Thysbe, contains many island chains surrounding a larger pangean continent.
  251.  
  252. Kerohdi are one of the more diverse races of the universe. Genetic mutant "cousins" of the kerohda race, the kerohdi only have one gender among their species. In keeping with most life on Shasta, kerohdi have three nostrils on either side of their necks, rather than a more traditional "nose." Like the pakan, they are often ridiculed and bad-mouthed for their physical appearance; many consider their posession of both male and female reproductive organs unclean, and think of their race as filthy. Their kerohda cousins hunt them down for this very fact, which led to the war-torn state of their homeworld, Shasta. Prejudice and racism aside, the kerohdi are one of the most intelligent species of the lot.
  253.  
  254. Ferrithians are a cold, independent race. They make excellent miners and spies, but are very difficult to earn trust from. Often times they see their only ally as themselves. Their homeworld, Nithera, is an icy rock.
  255.  
  256. The kerohda come from the planet Shasta, and are constantly in a state of war with their kerohdi cousins. They, like the kerohdi, are reliant on the weapons provided by the pakan to wage their war. Their carapace plating is made of dense cartilage, making them quite the hardy fighters. Many find their inverted eye colors difficult to look at during conversation. It's been rumored that the kerohda have been around the universe for the longest period of time, and their DNA matches eerily close to skeletal remains found inside the original Seraphim husk, Nadya.
  257.  
  258. Tsudayins are in an interesting place- being only at the feudal age of government, they own technology way more advanced for their time. A crashed spacecraft of unknown origin left no survivors, but much technology intact. All tsudayins knew tech-wise before coming into contact with other races stemmed from the derelict. One could say native tsudayins harness technology they are not fully aware of or ready for. They also have tails, which was omitted for aesthetic reasons on the race chart.
  259.  
  260. Maralyns. The big, mono-gendered organisms of constant strife, expansion, and general mayhem. They are also the most intelligent of all the races, and constructed vessels capable of traversing star systems decades before the others. The "egg" in a maralyn's chest houses the new body they'll use when the current one dies. They're reborn like a Phoenix, with the new body retaining all of the knowledge of the old one. This makes each maralyn incredibly smart and knowledgeable with each lifetime lived.
  261.  
  262. Physical Description - They stand 4-5 feet tall and have a very small frame. They have leafy skin that changes color with the seasons. Thier “flesh” is a dark green and resembles plant matter. Their Bones are light brown in color and much harder than human bone. Overall are very frail and are easily damaged. Silva lack most traditional organs, they only have a stomach and a brain. All other organs, such as lungs and heart, have their functions taken over by plant matter.
  263.  
  264.  
  265. Location - Forests, ranging from tropical to temperate but Silva are far more numerous in warmer climates. They live in hidden colonies, called a Nemus.
  266.  
  267.  
  268. Ability - Silva have hyper regenerative ability. Any damage done to their flesh will heal within several days and their lack of most organs make it difficult to cause a fatal wound. If struck an incapacitating blow the Silva will enter a dormant state until it is fully healed
  269. At the base of their skull is a “seed” that allows the Silva to be reborn. The seed is incredibly durable and will only detach from the skull once the Silva has been killed. Once awaken, the seed will naturally attempt to plant itself into a suitable habitat. Unless precautions are taken the seed can escape from most containers. Depending on circumstances the seed can follow one of three distinct growth cycles. No matter what cycle the Seed goes through the Silva that emerges will have all the memories and personality of the Silva that the seed came from.
  270. If the Seed is planted in an area that has other Silva and fair conditions it will sprout as a fern. The fern will grow to a substantial size, up to a 6 foot diameter, and feed the growth of a new Silva under the surface. It can take anywhere from 6-12 months for the Silva to reach maturity, at which point it will emerge from the roots of the plant and return to Silva society.
  271. If the Seed is planted in an area that has other Silva and poor conditions it will sprout as a sapling. Once the tree grows to a height of 10-20 feet it will secrete a thick sap that other Silva can feast upon. As it produces the sap, a Silva will grow at the center of the tree. Once conditions improve and remain constant the Silva will emerge from the tree. It takes 18-24 months until the tree produces sap, 6-12 months of consistently good conditions before the Silva emerges, and will die 3-6 months after the Silva leaves. If conditions fail to reach equilibrium it can produce sap indefinitely and even enter a dormant state if all near by Silva leave.
  272. If the Seed is planted in an area that has no other Silva it will grow into what is known as a Regina. This type of Silva starts by going through a similar life cycle as the previous one, it starts as a sapling and grows into a tree. But it will continue to grow into a truly massive tree and can remain dormant for hundreds of years if necessary. Once a very specific set of circumstances are meet a Silvia known as a Regina will emerge from the base of the tree along with a wave of new seeds. The Regina stands 7-9 feet tall and have white bark to protect them instead of a more leafy skin. They are also far more passive than normal Silva. It will nurture and protect the growing Silva and establish a new Nemus. The only downside is that the Regina will not have a seed and will be unable to be reborn.
  273.  
  274.  
  275. Personality - Aggressive, very aggressive. They seem to always be on high alert for threats, rarely putting their guard down. To their own kind they are open and protective, even holding the welfare of the group above any one individual.
  276.  
  277.  
  278. Culture - Silvas appear to hold the god Trocar in very high regard, creating Sacred Groves that they protect with their lives. Different Silva Nemuses will avoid one another for the most part but will work together in times of need. Some Nemuses will accept Silva who have lost their homes without hesitation.
  279.  
  280.  
  281. Social structure - All Silva are considered equal in the eyes of the whole. There are no leaders or superiors, regardless of ability everyone is considered equal. Even the Regina is considered equal the the hunter and the crafter. Many Nemuses coexist with another bastard race known as the Arbor, sometime living together will other time simply hunting in a group. Outsiders are strictly forbidden to come near the Nemus.
  282.  
  283.  
  284. Origins - As more mortal races began to rise up the god Trocar again tried to create higher life. He drew less on beast and more on the already existing races but again he failed to create a stable people. Despite Trocar’s failure he could not bring himself to destroy his creation and let them continue to exist.
  285.  
  286.  
  287. History - Little/None
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