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Steven Universe Empires: List of Alien Races

May 3rd, 2024 (edited)
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  1. Gems: Gems are highly-advanced, female-coded humanoids based on different types of gemstones and minerals that once operated as a Colonist society with an empire spanning across an innumerable amount of terraformed worlds known as Clusters ruled by a Monarchy of powerful and noble Gems known as Diamonds which there were four known members of, now three and had a very rigid caste system, as each type of Gem was delegated to a singular purpose or task, such as Pearls being the servant class Gems mass produced specifically to serve “higher class” Gems or Lapis Lazulis who were terraformers. Gems, under Diamond rule assimilated planets and destroyed any and all organic life they came across under the assertion that they are “pure” and superior to organic life which they deemed as “filthy” and inferior to them, even deeming things as trees and plants as revolting and impure. This false sense of superiority and disdain for organic life stems from trauma the Diamonds suffered from when they and the first generation of Gemkind (designated as Era 0 in Gem historical records) were subjugated by a very powerful and ancient race of organic beings known as the Intellectuals and a pseudo-religious belief that Gems are descendants of the Stars themselves and are the first and only truly pure beings in the universe who must maintain order by removing all impure things and cleanse the universe by expanding their empire and reach, resulting in them becoming one of the most feared, hated and reviled beings in the universe and one with many enemies no less. Due to certain events however, Gem society has moved on to a much more lax, somewhat Democratic society where all Gem types are free to pursue their own desires and the Diamonds have since stepped down from power and ended their genocidal warpath of expanding their empire, many Gems have since migrated to a quant, Class C planet known as Earth to start a new life as well and those who suffered from the oppression of Diamond rule and the aftermath of the Great Gem War now live happier lives, all of this was possible thanks to a Gem/Human hybrid known only as the “Star Child” who has become infamous across the universe for single-handedly ending one of the most destructive and oppressive regimes in the known universe and all without violence no less, most races outside of Gem and Human circles regarding him as an urban legend. Gems are essentially living gemstones that project a humanoid body composed of solid light around themselves to pilot and to interact with their surroundings with. Many Gems have unique powers and abilities depending on their type but abilities consistent in all Gem types is superhuman strength, durability, speed etc., the ability to summon a weapon unique to them, storing objects in bubbles and in their gems (said gems possessing essentially it’s own world and having limitless storage capacity as a result), shapeshifting (degree of shapeshifting prowess varies between type), infinite lifespans, complete immunity to MANY hazards such as disease, toxins, extreme temperatures, radiation etc. and the ability to combine into a unique amalgam Gem known as a Fusion.
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  3. Metals: Metals are highly-advanced, male-coded humanoids based on different types of metals and alloys with a Meritocratic society as they are ruled by a ruling class of varying metal types chosen to lead by their respective merits such as strength or intellect who have become known as The Four Lords, comprised of the mighty and radiant Gold for his unparalleled strength and power, the scholarly scientist Plutonium for his intelligence, the calculating shapeshifter Mercury for his strategical mastery and the war hero Titanium for his unparalleled valor, courage and leadership skills, who is also one of the more recent members of the four as he was proceeded by Bronze, the greatest architect of his time who disappeared under mysterious circumstances some time after the Bronze race sadly went extinct after the events of ”The Darkest Day”. Much like Gems, Metals are a colonist race that expand their empire by colonizing other planets, unlike Gems who more and less destroyed anything non-Gem in their path however, planets inhabited by intelligent species are taken over in a nonviolent, “democratic” way through the use of political trickery or by assisting struggling or “uncivilized“ races with their advanced technology, helping them and their worlds flourish with their unquestioned loyalty to the Metal empire in return for their help, unless the races of said planets show resistance to them where they and their worlds are then taken over by force and any worlds the Metals cannot conquer, they simply destroy (which is exceedingly rare) and although terrible, these are actions that the Metals commit not out of malice but out of a desire to help and provide for other lifeforms in order for them to reach their “full potential”, being devoted to the concept of achieving perfect harmony across the foreseeable universe as perpetuated by Gold as he desires to create a perfect utopia where all beings live in harmony and have the potential to thrive and live their best lives, provided that they don’t bite the hand that feeds and live by the Metal empire’s rules. Metals, as a society have massive savior complexes, they truly believe that they are helping races that they deem to be uncivilized and “incapable of helping themselves” and they liken destroying races who refused to kneel to them as a mercy kill, believing that they are fated to doom themselves without their help anyways. The Metal Empire is both vast and very powerful, having dozens of advanced and powerful races under their belt and most are unyieldingly loyal to the Metals due to all the good they have done for their worlds or having formed strong bonds with them from certain events such as war. Metals are known to be very stubborn, prideful and bullheaded and unlike Gems, they are not easily swayed by words, nor do most wear their emotions on their sleeves as they are conditioned to believe that showing too much emotion is a sign of weakness and a burden on others, they do however value the concept of “brotherhood” very highly and when a Metal becomes friends or “brothers” with someone, they are willing to die for that person, regardless of race or planet of origin. Metals are essentially living cores of sentient electromagnetic energy with a metal shell that forge humanoid bodies made out of their respective metal types to pilot around and use to interact with their surroundings. The Metals’ home planet of The Forge is a heavily industrialized yet miraculously spotless Retro-Futuristic world composed entirely of cities with skyscrapers so tall that they practically touch the stars, making the planet look like a cluster of metropolitan buildings and structures from orbit. Many Metals possess unique powers and traits depending on their type, much like Gems but abilities consistent in all Metal types is extraordinary levels of strength, durability and speed that exceed even the likes of Gems, infinite lifespans, immunity to biological hazards, the ability to manipulate metal associated with their type, energy manipulation, size manipulation, additional armor generation, an impressive degree of shapeshifting (such as constructing their limbs into weaponry), shifting between solid and liquid Metal states, and the power to completely transform into powerful weapons and/or armor for other Metals to use in combat (their equivalent to Fusion), every individual Metal can transform into a weapon that is unique to them and these weapon forms, known colloquially as Armaments can vary between simplistic form of weapons such as swords to highly complex ones such as firearms. Much like Gems, Metals have a rigid caste system where each Metal race are required to do certain jobs and stay within their given purpose, such as Irons being the engineers and mechanics of Metal society, Bronze Metals are the designated warrior class, Leads are working class Metals that do the heavy lifting in construction etc. Metals and Gems are bitter enemies who have clashed countless times in the past millennia, their contrasting outlooks on other lifeforms being the biggest contributor to this rivalry and one of their most significant encounters by far is the Gem-Metal War in which many other races joined the Metal’s side to push back the spread of the Gem Empire, the Metals and their allies winning this war resulted in the Diamonds signing a treaty saying that they will stay out of the affairs of the Metals and leave planets marked as being under their protection alone. Gem and Metal diplomats, occasionally accompanied by the Diamonds and Four Lords themselves still meet once every one hundred years for a peace ceremony and to negotiate terms and conditions. Despite the confrontational relationship Gems and Metals have there are a few instances of these two races coexisting, such as in the case of the Bismuths, who are essentially Gem/Metal hybrids, being created by combining Gem and Metal reproduction methods for the sake of improving both their societies with a whole sub-species of powerful and versatile blacksmiths/architects as well as acting as a peace offering for both sides. The other known instance of cooperation between Gems and Metals are the Battle Nuns, a group of a dozen or so Pearls who act as soldiers, philosophers, scholars and assistants to the Titanium army, being saved by one of their most accomplished platoons from monstrous alien creatures on an abandoned Cluster hive, having also assisted them in defeating the hordes of monsters and helping them survive as well, thus proving themselves worthy of being called their “sisters” and impressing the Four Lords enough to be welcomed to the Forge as spiritual leaders that speak the word of the Four Lords as well as speak the praises of their Titanium “brothers”, being the only non-Bismuth Gems to be recognized as Forge citizens. One can only wonder what the Metals must think of how their once eternal rivals have turned out…
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  5. Gases: A race of semi-humanoid and genie-like, masses of sentient gas based on different types of gases such as Oxygen, Hydrogen, Carbon Monoxide etc. and each race possess the ability to generate and manipulate the respective gases they are composed of and they often possess special abilities depending on their gas type as well such as Nitrogen Gases having cryokinesis (control over ice and cold), more impressively however, Gases possess the ability to manipulate the molecular structure of matter and can rearrange atoms on the fly to achieve a wide variety of feats such as transforming one form of matter into another, Gases highly trained in this ability possess potentially limitless capabilities as a result. Gases originate from a massive gaseous nebula known as Gaspro-N791, which is a amorphous amalgamation of every known chemical element on the periodic table that is perpetually in a gaseous state and is quite literally the birth place of all Gaskind as they all spawn from it. Gases are often regarded as playful “free spirits” and very hippie-like due to their carefree and laidback attitudes and their strong aversion towards violence. Gases have physical bodies composed of solidified gas projected from a “core” of gas that is the true source of their consciousness, piloting bodies projected from their true form of being much like what Gems and Metals do. Gases are among many races that have been “conquered” by the Metals and their home nebula having been assimilated into the Metal Empire with the assistance of Quantum Foam, a completely unique variation of Gas from which only a single specimen exists, being the most powerful and ancient among the Gases, Quantum Foam is the leader of the Gas race who willingly signed away ownership of Gaspro-N791 to the Metals for his benefit, seeking to give his race more “structure and purpose” and elevate his own lifestyle by exploiting his own people and essentially selling them as slaves for the benefit of other races in the Metals’ ranks. Some Metals, usually the ones that rank high in Metal society keep enslaved Gases in bottle-like devices where they are forced to serve their masters, using their abilities to accomplish tasks and requests, most Gases are complacent in this as they are lead to believe that they are providing a generous service in improving the lives of other beings by Quantum Foam. Unlike Gems or Metals who are coded to a single gender, Gases can appear and identify as either male or female but are still a non-binary race in a “biological” sense like the previously mentioned races. Some high-class Gems owned Gases as well such as Morganites which were usually gifts from Metal ambassadors or purchased from intergalactic merchants or market places. Since the restructuring of Gem society and ideals however, all enslaved Gases have since been freed and have returned to the gaseous home world with the rest of their kind, an act the Metals have yet to perform, believing that what they are doing to the Gases isn’t inherently malicious but in fact a good thing as it aligns with their philosophy of achieving perfect, societal harmony among races. Gases are unable to live outside out their home nebula for more than a couple of hours as their molecular structure will weaken and they will dissipate into nothing, essentially dying, in order to stay on other worlds they need the use of special, humanoid containment suits to keep their gaseous bodies intact which is also what their bottle prisons are for as well.
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  7. Slimes: A race of sapient, humanoid amoeba-like organisms whose bodies consist of a thin, clear cytoplasmic outer layer containing a mass of viscous slime within, said slime being visible through clear, dome-shaped pouches living their bodies. Slimes are capable of transmutating whatever they consume into the viscous slime that makes up more than 80% of their being and there are a positively innumerable variety of different slime types such as Metal Slimes, Lava Slimes, a wide variety of Fruit Slimes, there are even some unorthodox examples like Cheese Slimes, Candle Slimes and Laundry Detergent Slimes. Each Slime variant possess unique colorations and patterns correlating with their slime type and will often have unique traits depending on the sub-species in question as well such as wings, tails, horns, additional limbs, snail-like shells etc. A Slime’s humanoid form that ranges around 4-5 feet in height are not their true forms but merely what are known as “compressed” forms that they take for convenience, their true forms being humongous, quasi-humanoid blobs which is why they can generate much, much larger quantities of slime than what their compressed bodies suggest. Slimes are a Capitalistic race of merchants who sell their useful slime and slime-based products to other alien races as well as each other for multiple purposes depending on their slime type, such as Paint Slimes selling their slime to artists or Blood Slimes selling their universally compatible blood-like slime to hospitals, some of the Slimes’ most frequent cliental being Metals, Gems and most recently, Humans. Profit and status is everything to Slime culture and among the richest and most powerful are those fortunate enough to have slime created from precious materials such as Gold Slime, Platinum Slime and the wide range of precious Gem Slimes, the only things that matter more to a Slime than money however is integrity and hard work as it’s believed that it is only through hard work, dedication and earning one’s fortune fair and square where one can have a place in Slime society. Slimes being born into fortune and luxury is unheard of on their home planet of Viscuss even the children of rich Slime families are sent out to the world after reaching a certain age to acquire their fortunes through hard work rather than simply living off their descendent’s fortunes. Slimes are one of the few sentient races that Gems encountered while still on their omni-genocidal path but it is through the Slimes’ peaceful and mutually beneficial alliance with the Metals that prevented them from being taken over or potentially destroyed by the Gems. Though most Slimes pride themselves in being friendly, honest and reputable merchants, there is a dark underbelly to Slime society in the form of the Slime Black Market, composed of Slime Jackers, Slimes who steal slime from others to sell themselves and Slimes that sell slime that is just too dangerous or unethical such as the terrifying Nightmare Fuel, who sells a hallucinogenic slime that causes horrific hallucinations of one’s worst fears and anxieties which he sells as a powerful chemical weapon to less than reputable cliental. Although specializing in selling slime and slime-based products, Slimes are opportunists as they will also sell anything they may think is valuable such as Gas Containment Bottles or rare animals and plants. Slimes are a non-binary race who reproduce asexually like amoebas but they can identity as either male or female. Slimes can also reproduce by mixing their Slimes together to create a hybrid offspring such as a Soda Slime and an Ice Cream Slime coming together to create an Ice Cream Float Slime, a practice that is very common in Slime culture in an effort to create new Slime breeds that will be able to provide new and exciting products and services to the universe. Slimes are capable of manipulating their slime at will in many ways for a plethora of purposes and many also possess unique abilities depending on the slime in question, such as Ice Slimes having Cryokinetic abilities. Slimes also possess some of the most impressive regenerative abilities out of any race, capable of reforming themselves after being reduced to the molecular level in mere moments and only retaining some minor confusion and fatigue afterwards.
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  9. Flora and Fungi: The Flora are a race of evolved, sapient plant life typically taking humanoid forms and consisting of many, many different races and variants based on different types of plant life such as flowers, trees, fruits/vegetables, carnivorous plants etc. while their subterranean cousins, The Fungi are sapient, humanoid mushrooms and other varieties of fungi. The Flora are a kind and peaceful Theocratic race lead by their religious leaders known as “The Bloomed” and said religion revolves around not a deity but a force of nature known as “The Great Green” which is the very embodiment of nature that encompasses all plant life in the universe. The beliefs and ideals of the Flora’s religion usually consists of things like preserving and protecting nature, being one with nature, forgoing anything harmful to oneself or the environment and generally being kind, generous and loving to all life whether fellow Flora, animal or even other alien races, believing that all life is connected by The Great Green. Although peaceful, the Flora are not above fighting and protecting themselves if need be and they are more than capable of doing so, capable of shaping and manipulating plant life to a highly impressive degree, what form their Botanokinesis takes depends on the race and variant, such as Rose Flora being capable of sprouting and controlling thorny vines adorned with blooming roses that exude powerful, psychoactive pheromones. All Flora are also capable or absorbing large amounts of sunlight into their bodies from which they can then manipulate at will, such as projecting it as devastating beams of solar energy capable of melting most forms of metal and steel, they are also highly adept shapeshifters, having full control over their plant-based physiologies. The Flora have also constructed many forms of plant-based tools and weaponry such as a variety of biological firearms composed entirely of plant matter when they went to war with the Gems alongside the Metals and their allies, as the Gems tried to assimilate their home planet to their empire which the avatars of nature initially persevered against during their first attempt but it’s only through aligning themselves with the Metals, who share their ideals of protecting and preserving life where they were able to save themselves and their planet long-term. The Flora greatly despise Gems, arguably more so than the Metals as even they aren’t willing to just “forget” their past transgressions like the Metals have after catching wind of the mysterious Star Child achieving peace with them. The Flora rarely leave their lush, giant planet of Megafauna, the only known cases of them doing so being when their leaders and recognized Flora diplomats do so to attend summit meetings at the Omniplanetary Court, a court comprised of planetary leaders from all planets under the Metal empire’s jurisdiction alongside the Four Lords themselves. The Fungi meanwhile are a much more academic race of fungal scientists and physicians, being much more scientifically advanced than their floral cousins and typically more intelligent, being exceptionally talented in chemistry and bioengineering specifically. The Fungi are “non-believers” of the Great Green and more nihilistic yet very passionate about scientific research and acquiring knowledge, most of the Flora’s technological advances, such as their star ships composed entirely of plant matter made possible through collaboration with the Fungi. The Fungi are extremely sensitive towards light, especially sunlight as it’s fatal to them, so their entire society takes place in vast, subterranean colonies deep below the lush jungle planet they share with the Flora, towering buildings composed entirely of cultivated fungal matter with bioluminescent mushrooms being used as safe light sources. Despite being a non-religious race, the Fungi get along well enough with the Flora due to their wise and peaceful ways and unlike the Flora, the Fungi are much more outgoing and extroverted as they seek to collaborate with other races outside of Megafauna to share and exchange scientific knowledge. The Fungi are capable of generating and manipulating spores and fungus from their bodies, including “specialized spores” capable of a wide variety of uses such as inducing sleep or highly explosive spores, which they use in the creation of many materials and products such as medicine and even weaponry for self defense, most notably “Potions” and “Chemthrowers”. They are also very adept shapeshifters much like the Flora, being capable of manipulating the shape and form of their fungal bodies at will. Flora, like actual plants are hermaphroditic in nature but they can identify and appear as male, female or other while the Fungi are a sexless race who may also identify as certain gender roles and shape their bodies accordingly.
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  11. Dragons: Also known as the Draconians. Dragons are a very mighty yet intelligent and cultured reptilian race bearing a remarkable resemblance to winged dragons of human folklore taking a wide range of different shapes and sizes reminiscent of both Western and Eastern interpretations hailing from the giant planet of Draconia. There are many different races of Dragons based on and themed around the concept of classical elements, having formed symbiotic relationships with their respective environments and each race has evolved to project their respective elements in the form of three unique varieties of “breath” (these being a concentrated beam, ball shaped projectiles and a flurry of bullet-like projectiles) as well as take on other unique traits and abilities based around the manipulation of their respective elements (such as Fire Dragons being capable of igniting themselves in an aura of flames). There are six Core Elemental races that compose Dragonkind, consisting of the Pyro Dragons, Hydro Dragons, Ergo Dragons, Terra Dragons, Aero Dragons and Flora Dragons and there are even many variants consisting each core elemental race such as the Ice Dragons of the Hydro race, Magma Dragons of the Pyro race and the Metal and Crystal cousins of the Terra race. In ancient times, there was only one race of Dragons known as the Esoteric from which there were two known variants, the Aether Dragons which embody creation and light and the Void Dragons which embody destruction and darkness, these two races have gone extinct from a war between them known as Daybreak that would result in the creation of the six current races, being born from the remains of the Aether and Void Dragons mingling with the natural elements of Draconia. Although Dragons are known for their intimidating size and appearance, incredible strength and amazing elemental powers, they are surprisingly good-natured, wise and incredibly talented in both science and the arts, each elemental race specializing in a certain area of artistic expression and scientific expertise, Fire Dragons for example being highly regarded for their culinary skills and food culture as well as their thermodynamic technology and smithing work. Dragons are among a few dozen races to have a strong and mutually beneficially relationship with the Metals and are a part of the Metal empire but they are among a few select races that are actually considered equals in the eyes of the Metal race as they were allies to them in the great Metal-Gem War due to the Dragon’s conflict with the Gems at the time as well, forming an alliance with the Metals to drive the Gems off and end the war alongside the Slimes, Flora, Fae, Saurians, and Cybers, their immense strength, intellect and nobility also earned them with the Metals’ and their leaders respect as those are among the few qualities that Metals value the most. To this day, Dragons and Metals have a strong, practically symbiotic bond with one another and the two races commonly interact in social and recreational contexts as well as cultural exchanges and trading resources, both races having a strong belief in the concept of brotherhood. The Dragons now use their resources, scientific expertise and access to Star Ships given to them by their metallic allies to travel to worlds struggling with disease, famine and disasters and help them out of the kindness of their scaly hearts, forming an intergalactic charity organization known as the Helping Claw Foundation, having been inspired by the seemingly altruistic practices of their longtime friends and allies, the Metals as they are blissfully unaware of their true colonist practices and what happens to the worlds that reject their “help”. In a biological sense, The Dragons are an all-male race who reproduce in a similar fashion to some species of whiptail salamanders known as Kleptogenesis in which they clone offspring by accepting the genetic material of compatible species from which they will become pregnant (much like male seahorses) and carry their children for a full year, this combined with their highly adaptive reproductive systems and interactions with many races both organic and inorganic during their altruistic/diplomatic endeavors is where many half-dragon, hybrid children have been produced, such as Snapdragon, a hybrid of a Plant Dragon and a Flora. Despite how different culturally each race of Dragons are, they all operate on a Democratic Monarchy, each race being ruled by a royal family that make all of the decisions but are voted into power by an election that all races participate in. Draconia is one of the most popular vacation destinations in the five galaxies, thanks to it’s immaculate ecosystem, the unparalleled beauty of their environment and wide variety of biomes, the ever-extroverted Dragons always love to welcome visitors to their world and share their diverse cultures with them during their stay.
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  13. Sounds: The Sounds are a race of sapient sound waves housed in containment suits made of silicon that take a wide variety of designs, colors, patterns, shapes and sizes depending on the variant in question. The Sounds are themed around music and each species of Sound is based on a different genre of music such as Rock, Country, Metal, Rap, Pop, Reggae and much more, their appearances reflect the genre of music they represent and they vary wildly as a result, such as Country Sounds resembling cybernetic centaurs. All Sounds possess the ability to manipulate sound and music in various ways, the fashion one Sound can manipulate sound/music depends on the species, Classical Sounds can create and control sound capable of soothing other entities, including wild beasts while Punk Sounds produce highly ballistic sound waves capable of doing considerable damage to anything in their environment. Music is everything to Sounds, their entire society and way of life revolves around music and rhythm and they are known to speak in rhyme and even burst into musical numbers to express their emotions, much like the Gems. Sounds can project powerful blasts of sound and even music from their mouths as well as the speaker-like protrusions built into their containment suits, which are located on many segments such as on their hands, shoulders, chests etc., the more speakers a Sound has on their “suits”, the more powerful they are due to having more freedom to project and shape sound waves as a result and the Sounds use these speakers as a symbol of social status, such as the high-ranking casino owner, Boogie Woogie having a huge, afro-like globe on his head covered in speakers in addition to the ones on his body. The Sounds can also use sound to manipulate their environment such as using sound to cause plants to grow faster or make others fall asleep. Sounds are obviously genderless, being living sound waves but they can identify as male or female and take on masculine or feminine appearances as a result thanks to the customizable aspect of their containment suits. Although a mostly peaceful and prosperous race, the only thing that Sounds don’t get along with is the subject of who’s form of music is the best, to keep things peaceful among the Sounds, a contest is held every year to determine who’s race embodies the best form of musical expression by having a grand musical contest in which the best musicians of each race represents their entire race and musical genre and the judges consists of a representative of five outside races for non-bias evaluation, these judges being Gem, Metal, Slime, Dragon and Gas in nature. The Sounds and their home planet of Decibaal is a part of the Metal empire.
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  15. Klöynes: A very strange and esoteric race of exceptionally colorful and surprisingly powerful humanoids bearing a striking resemblance to clowns and their different varieties such as Circus clowns, Hobo clowns, Opera clowns and even clown-adjacent archetypes like Mimes, Jesters and Harlequins. The Klöynes are a hivemind of living, gaseous energy that have spread through multiple entities or “instances” contained in humanoid bodies composed of mesoglea (the thick, jelly-like substance that jellyfish are mostly made of) and they come in a wide range of different colors, patterns, shapes & sizes. Although considered a Hivemind race, as all instances are born from a greater mass of psychokinetic energy that encompasses the atmosphere of their planet and possess a telepathic link with one and other, all Klöynes are considered their own person and all have their own unique personalities, thoughts and memories but are able to communicate with one another telepathically and can share thoughts, memories and experiences with one another by “linking” via touching each other’s bulbous noses with their bulb-tipped fingers. Klöynes possess remarkable elastic capabilities as they can stretch, twist, bend and morph their stretchy, gelatinous bodies to their will in a similar fashion to a Spinel but while unable to stretch themselves to seemingly infinite lengths like the Gem sub-species, Klöynes do possess seemingly limitless shapeshifting abilities, allowing themselves to take any form they please, their polymorphic physiologies also allow them to inflate themselves by blowing air into their body and hold an infinite amount of objects within their bodies regardless of size or quantity, these incredulous body modification abilities come in handy during their “acts”. Another remarkable ability all Klöynes possess is the power of Telekinesis as they are essentially masses of living psychic energy themselves, Klöynes can interact with their environment using their minds, lifting, suspending and manipulating objects in thin air with a wave of their hands. Despite their erratic, almost nonsensical mannerisms, Klöynes are actually one of the most efficient races in the known universe due to the telepathic link that spans across all Klöyne instances and it’s through their unparalleled efficiency and cooperation that they were able to construct advanced technology that could be considered magical in-nature to even the likes of Gems such as Star Ships resembling circus big tops capable of traveling between stars in record time, teleportation technology in the form of doors that can be folded and unfolded like paper to one’s discretion, paint and paintbrushes capable of giving whatever was painted with them physical form and more. Some Klöynes even possess abilities and traits unique to a particular race, Opera Klöynes possess powerful singing voices that can do a variety of effects depending on the pitch, Food Klöynes can mimic, manipulate and generate a variety of different foodstuffs from their bodies such as candy, ice cream or even cheeseburgers, Horror Klöynes can spew “Fear Gas” from their mouths to induce scary hallucinations in those they are scaring etc. Klöynes are Empathic Vampires, meaning that they harmlessly feed off of the emotions of other entities, being entities composed of psychic energy that require near-constant emotional stimulation to hold the molecular structure of their gaseous inner selves together, what emotion they feed on depends on the species, the Circus and Birthday races feed on happiness and jubilation, while the Horror Klöynes feed on fear and screams. Klöynes frequently visit other planets in their Big Top-like star ships in search of beings to entertain or otherwise provide a service to with their incredible abilities and silly antics, not only to feed themselves but also due to a driving, burning desire to entertain that is present in all Klöynes, Klöynes live to entertain and entertain to live simultaneously. Klöynes are thought to have visited the Earth many centuries ago and influenced the idea of clowns into the human subconscious through their interaction with them, thus the remarkable similarities in appearance and associated traits. Klöynes are hermaphrodites but can identify as male, female or other.
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  17. Saurians: The Saurians are a race of evolved, humanoid dinosaurs consisting of many races ranging from a wide variety of dinosaur species each with their own unique culture and aesthetics based on different ancient civilizations and medieval age cultures such as the proud barbarian-like warrior race of Tyrannosaur-like Saurians known as the Swordteeth or the gentle giant Brachiosaurus-like Towernecks with a culture similar to Native American tribes. Each race possess their own unique traits and attributes such as the daredevil, Aztec/Mayan-inspired Pterodactyls being capable of high-speed flight and the amphibious Koa-like Hadrosaurs being exceptional swimmers but traits that all Saurians possess are immeasurable strength and durability that outclasses even the likes of Gems and Metals, an impressive regenerative healing factor, immense lifespans and the ability to grow an additional layer of scales over their bodies like a suit of natural armor. Despite their radically different cultures, beliefs and traditions, the many races of Saurians are able to co-exist relatively peacefully thanks to a ceremony that takes place among all races every year that is in celebration of their victory over the Gems in the Metal-Gem War when the Gems tried to wipe them out and turned their world into another hive, the Metals and Dragons would come to their aid, resulting in them gaining another powerful ally in the Saurians and it was through all races of Saurians putting their differences aside and working together against a greater enemy that strengthened a bond throughout all of Sauriankind as well as with their allies in war. Saurians also have a good relationship with Dragons for obvious reasons. It is a tradition in Warrior-class Saurians to weaponize their tails for combat, instead of merely wielding a sword, axe or mace they instead graft their weapon of choice to their tails which can measure several feet in length and utilize their weapons by swinging their tails with great force. All Saurians hold a grand contest every year where each race pit their greatest warriors in gladiatorial combat to see which among them produce the mightiest of warriors, for fun of course since their immense durability and resistance to pain paired with their regenerative flesh makes it hard for a Saurian to mortally wound another, because of this, even the most brutal looking of fights is all merely sport to the Saurians. There are male and female Saurians.
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  19. Merfolk: The Merfolk are a race of amphibious humanoids based on mermaids of folklore consisting of many races based on different species of fish and other aquatic creatures, some of these include Shark Merfolk, Squid/Octopus Merfolk, Whale Merfolk, there are even Isopod and Sea Cucumber Merfolk and each race has their own unique culture and aesthetics such as the Koi Merfolk being an honorable, warrior race similar to samurai or the Crab Merfolk who are free-spirited pirates who show loyalty to no one except for their captain. Aside from having lower halves resembling the aquatic species they mimic, other traits these aquatic humanoids possess are scaly, colorful skin, webbed hands, gills and certain traits unique to particular races that coincide with the aquatic creature they mimic such as the Angler Merfolk possessing a bioluminescent stalk protruding from their foreheads and many possess unique powers also associated with sea creatures such as Eel Merfolk being capable of powerful levels of Electrokinesis. Most Merfolk races get along well enough but some do have conflicts with another other such as the previously mentioned Koi and Crab Merfolk who have been at odds due to their radically different cultures and ideals. Merfolk love to sing much like Gems and Sounds and each race has their own unique sound such as the punk rock-loving Lionfish Merfolk or Classical Swordfish Merfolk. The only thing that Merfolk love as much as music is food, Merfolk LOVE to eat and most dilemmas between two parties are resolved by a good meal and the naturally plentiful bounty of sea creatures and aquatic plant life their planet provides make sure that the Merfolk never go hungry despite the average Merfolk being able to give Amethyst a run for her money. The Merfolk’s planet is composed of 89% of water and what very little land that is on their homeworld mostly consists of small scattered islands and Atolls (small islands composed of coral). Like most evolved, sapient races that they’ve interacted with, the Merfolk and their planet are a part of the Metal empire. Merfolk can be male, female or hermaphroditic depending on the sub-species but they display a wide range of gender identity.
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  21. Avians: The Avians are a race of bird-like humanoids consisting of many races based on different species of birds such as Hawks, Eagles, Falcons, Chickens, Swans, Ducks, Penguins and much more. The Avians live in a peaceful, multicultural society where all races live in harmony within high-tech floating island-like cities high above the unsustainable atmosphere of their barren planet, both of these aspects of Avian society was due to the assimilation of their world into the Metal empire, most Avian races being at the brink of extinction due to endless wars spearheaded by callous and petty rulers that also ravaged their world until the Metals stepped in and liquidated the monarchies that ruled over Avian societies and vastly improved the Avian’s way of life by ushering an era of peace and better understanding between races and introducing advanced technology such as the previously mentioned floating cities that are all inter-connected. Avians now operate on a Democratic society lead by Avian representatives that are voted into power but unbeknownst to Avian society, their leaders are merely figureheads and it is a shadow government of Metals that truly rule over them and control every aspect of their world, which is the case for most worlds under Metal rule. The Avians possess the ability to project a powerful “Sonic Shriek” attack that is strong enough to shatter a Gem’s gem and it is through this ability that the Avians were able to defend themselves and successfully drive the Gems away when they tried to conquer their world before the Metals came. As you might’ve guessed, most Avians possess the ability of flight, having mighty back-mounted wings and some Avians, depending on the species in question can fly as fast as Mach 5 with relatively minimal effort. Flightless Avians make up for their lack of flight for other abilities that they make use in their everyday lives such as Penguin Avians being very adept swimmers or the Ostritch and Cassowary Avians who are very fast runners thanks to their powerful legs. Even after developing a more peaceful, multicultural society, Avians capable of flight, being the haughty and pompous Avians they are, still like to think they are superior to flightless Avians, a way of thinking that has lead to conflict many a time in the past that they are now more or less forced to keep to themselves since their world’s reconstructing under Metal rule. There are male and female Avians.
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  23. Fae: The Fae, also known as The Fairy Folk or Bugs (don’t call them this tho, it’s a slur) are a race of insectoid humanoids consisting of a very wide array of races based on arthropod species such as insects, arachnids, centipedes/millipedes and even crustaceans and gastropods from where there are many sub-species as well with a fairy tale/fable motif to their themes, lore and world. Much like the Avians, The Fae live in peaceful, multicultural societies where Faes of all races live in harmony but instead of connected cities, all Fae societies consists of five separate kingdoms connected by massive bridges, these being the four “Land Kingdoms” found on the Pangea-like continent of Panayagan as well as an Atlantis-esque kingdom found underwater where the aquatic species of Fae live which has an underwater tunnel-styled “bridge“ that provides access to both land and sea-dwelling Fae. Unlike the Avians however this unprecendented level of worldwide peace and understanding wasn’t forced upon them by outside influence like the Gems or Metals but rather on their own via a combination of centuries of cooperation to survive against their world’s many monstrous predators and a single, shared religion revolving around the worship of a goddess known as Chrysalis, before this however the many Fae races were distrustful and even scared of one another due to ignorance and misunderstanding but it was through working together and using the differences they once ostracized each other for to survive against the constant threat of predators such as the Toad Rex, the dreaded half-chicken, half-reptile Basilisk or jungles worth of carnivorous plant life. It was through conquering their two greatest obstacles, ignorance and predators where the Fae races began to help each other not only rebuild the kingdoms that were destroyed by predators and past wars but build towards a new tomorrow for Fae kind where every Fae great and small can live their own “happily ever after”. The Faes are a Theocratic society, being a highly religious race who’s kingdom rulers are chosen by proving themselves as selfless, virtuous and representative of their goddess, Chrysalis in every way such as advocating for things like cooperation, understanding, charity and unheeding diligence in everything they do. A common tradition in Fae culture is the creation of stories or “Faebles” based on the exploits of real Faes who, through trials and tribulations and learning a valuable moral, were able to overcome the odds and live out their “happily ever after” something that all Faes believe that their goddess wants for them. Due to the average Fae lifespan being around a thousand years, many Faes who got their own Faebles written about them have become something like celebrities to Fae culture and many are looked up to as inspirations to work towards their happily ever after and get their story written in the Book of Faebles. Not all Faes are good however, in fact there are plenty who are considered villainous or downright evil, these malevolent Faes are known as Unseelies and are regarded as such for trying to get their happily ever afters through dark deeds, often at the expense of others and Unseelies often appear in Faebles as the villains of another Fae’s story, the only claim to fame they will ever receive. Faes possess unique abilities and traits depending on the arthropod they resemble such as Spider Faes being able to produce silk or Bee Faes being capable of producing honey but abilities present in all Faes include immense lifespans, clairvoyance, telekinesis, telepathy, force fields, energy beams, elemental manipulation, weather manipulation, body shedding/molting, impressive regenerative capabilities, levels of strength, speed and durability on par with Gems, limited shapeshifting (being capable of making themselves more human or more insect-like) and the presence of heat and vibration sensing antenna. Faes believes that their impressive ESP abilities and control over the forces of nature were gifted by their goddess and that dedicating oneself to her and the values she represents can amplify these abilities. Many Fae races have also developed their own unique forms of martial arts and fighting techniques that utilize their seemingly supernatural powers as well as many forms weaponry/armor, all of which are used primarily for defense only. Faes are naturally highly superstitious as they regard technology used by Gems and Metals as “sorcery” even though they themselves do have a high understanding of science but to them it’s also sorcery as they refer to the field of chemistry for example as “alchemy” or “potion brewing”. The Faes and their home planet is a part of the Metal empire, the Metals and their access to advanced technology being a great help to Fae society and the Metals acquired more very powerful allies in return. Faes subsist on a diet consisting entirely of sugar and refined carbs as well as natural sources of sugar such as fruits, syrups and honeys and a Fae’s biological systems are only capable of processing sugar, things like meat or beans is highly poisonous to them. Faes can be male, female or hermaphroditic, depending on the Fae race in question.
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  25. Horrors: The Horrors are a rather unusual race that take on the appearances of various monster archetypes typically associated with Halloween such as zombies, vampires, werewolves, ghosts etc. this is because Horrors visited Earth many times over humanity’s evolution, their interaction with humans influencing their culture and folklore, resulting in the creation of monster archetypes in our cultural zeitgeist and influencing other aspects of human culture such as the ancient Egyptians getting the idea to mummify their dead from the Mummy-like Horrors known as Immorteps. There’s also the zombie-like Romerons, the vampire-like Nosferas, the Lycanthropes (werewolves), the Ectogiests (ghosts), the Frankenborgs (Frankenstein’s Monsters), the Rattlers (skeletons), the Trenches (Creature from the Black Lagoons) and the Enfernal (stereotypical devils and demons). Despite their horrifying appearances and what you’ve might’ve heard from folklore and monster movies, the Horrors are actually some of the most friendly and approachable races in the known universe but they don’t see much visitors to their home world due to their terrifying and hideous looks and rumors associated with them scaring off the likes of Gems off the face of their planet and the atmosphere of their homeworld of Samhain being so toxic that no organic matter aside from the native fauna of Samhain are able to survive in it. Horrors are not alive in the traditional sense as they lack a heartbeat, have no need to breath, feel no pain and are functionally immortal, being capable of surviving practically anything except sunlight, which is fatal to them as they will slowly burn away until spontaneously combusting if exposed to it for more than a few minutes. The Horrors’ frightening looks, uninhabitable world and immunity to fatal damage has allowed them to survive invasion attempts from the likes of Gems and Metals for eons and as a result of the Horrors’ friendly and extroverted demeanors, they have instead gone off world many times in an attempt to interact with other races, usually resulting in them being met with fear and driven off by angry mobs. Horrors revel in gloom and doom and their immunity to harm and pain results in them enjoying activities that can be fatal to any other race such as enjoying a relaxing acid bath or shooting arrows at each other as their equivalent to paintball fights, every horror strives to lead lives that are as creepy, kooky, mysterious and spooky as possible, every day is Halloween on Samhain! Horrors possess unique powers, traits and abilities associated with the monster they resemble such as the Nosferas being able to hypnotize prey and having a diet consisting entirely of blood. All Horrors have a symbiotic relationship with an esoteric slime mold known as Ectoplasm that is found in everywhere on Samhain and possess unique powers that are seemingly supernatural in nature by manipulating the ectoplasm that composes more than 70% of a Horror’s physiology (with the exception of Ectogiests who’s bodies are over 90% ectoplasm), what unique powers a Horror was given by this ectoplasm depends on the race in question such as the Romerons having the power to manifest and control chains of ectoplasmic energy or the Borgs having Electrokinesis by using ectoplasm as a conduit to channel and control powerful electrical currents on par with lightning. Despite their seemingly simplistic demeanors, Horrors are a surprisingly advanced race as their understanding of science is so far behind other races that it can be seen as nonsensical and contradictory to the laws of physics, such as their rather casual habit of creating homunculus-like entities called Golems made from varying materials such as clay, wood, metal or even stitched together pieces of bio-mass and brought to life via the use of lightning, these Golem entities are often used by Horrors as personal assistants or even as homemade friends. Samhain revolves around a Dark Matter Star that radiates zero light making it consistently nighttime on Samhain and causing near-constant cosmic storms that frequently strikes the planet with purple lightning that the Horrors use as their main power source, this combined with their twisted, Burtonesque architecture and chilly atmosphere makes the Horrors’ homeworld look like something straight out of a classic horror film. Pumpkins and other forms of gourds are a common and equally valuable resource to the Horrors, not only being a cornerstone in their diets but they use pumpkins and squash to make just about everything such as clothing or utensils like bowls and teapots. All Horror races can be either male or female and different forms of gender identity aside from male and female such as non-binary has been observed.
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  27. Toons: The Toons are a bizarre race of living resin that possess similar properties and an uncanny resemblance to plastic or rubber. The Toons are a very varied species as they are known to take nearly any form imaginable such as stylized humanoids, anthropomorphic animals and plants, creatures of mythology, humanoids with objects for heads or even anthropomorphized inanimate objects period and each of these variants are classified as being a member of a particular race of Toon, such as the Critters (humanoid animals), Gizmos (toyetic robots) and Rugrats (doll-like humanoids resembling perpetual toddlers). The smooth, shiny and plastic-like resin they are composed of make the Toons have a toy-like quality them and they are often compared to as such as well as cartoon characters. There are two distinct types of Toons that all races fall under, the Monochrome and the Technicolor, as their names imply Monochrome Toons are black and white in color while Technicolor Toons are very vividly colorful, often to a garish degree. Toons are for a lack of a better term, looney as they are known to be a very energetic, nonsensical, chaotic and funny/annoying depending on who you ask. Toons rarely take anything seriously, being fun-loving free spirits who live to tell jokes, play games, entertain others and pull pranks, they also have an affinity for singing and dancing much like Gems and Sounds do. Toons cannot feel pain and are virtually indestructible, they can be shot, squashed, crushed, blown up, caught on fire whatever and they’ll walk it off, allowing Toons to do whatever they want to each other with no negative repercussions. Toons, being completely unaware of the effects their wacky antics can have on a non-indestructible being have gotten outside races they have interacted with badly hurt or worse, causing them to inadvertently gain a reputation across the galaxy as an extremely dangerous and violent species, due to this Toons usually tend to isolate themselves from other races, most regarding non-Toons as “fuddy duddies with no sense of humor”. Toons have also indirectly become notorious for being manufacturers of some of the most dangerous weaponry in the known universe, these “weapons” being regarded as simple props or even toys to Toons but can cause some serious harm otherwise such as squeaking hammers powerful enough to crack a Gem’s gem or water guns that fire pressurized streams of water capable of cutting through a Metal’s outer shell. Much like their “weapons” and themselves, the Toons’ home planet of Yensid is exceptionally colorful and has a very artificial and even toy-like appearance, many buildings being made out of multi-colored building blocks that are stronger than brick, most devices are powered by turn keys or pullstrings and the inner workings of large machinery consists mostly of multi-colored gears. Due to the rubbery qualities of their physiologies, all Toons possess incredible elastic capabilities as they can stretch any part of their body seemingly with no limit and they possess incredible shapeshifting capabilities as well, capable of bending, morphing and changing their bodies to their discretion. Most impressive of all however is a Toon’s ability to seemingly warp reality on a whim as Toons are known to commonly break the laws of physics such as standing in thin air, pulling objects seemingly out of nowhere, moving and running at impossible speeds and more, Toons claim they can do essentially anything they want “as long as it’s funny” and never explain further, their world of Yensid also runs on this blatant lack of logic, objects randomly spring to life, environments will sometimes “loop”, water will sometimes pour upwards etc. The only other races that appreciate the Toons’ sense of humor/antics and can even survive interacting with them are the Klöynes and Horrors. Toons, despite many appearing and identifying as male or female are actually a genderless species.
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  29. Confections: Also known as the Glucosians. The Confections are a race of glucose-based beings that take the form of humanoids with bodies composed of candy and sweets with a wide variety of races based on different types of candy such as chocolate, licorice, lollipops, cotton candy, soda and even complex forms of sweets such as cake and s’mores. The Confections first started off as simplistic humanoid blobs of pure, sentient glucose who, through assimilating certain resources on their world into their bodies and mixing the molecular structure of said “ingredients” with their own sugary body chemistry and evolving over time, took on unique forms that would result in the many sugar-coated races of Confections depending on the region they lived in such as the Chocolate race being the result of their prehistoric ancestors ingesting the giant cocoa beans native to their kingdom. Each Confection race has their own unique culture and aesthetics that bare striking resemblances to many Human cultures such as the Chocolate race who’s home country, culture and general aesthetics being very reminiscent to Ancient Egypt or the Mochi race being very similar to Edo period Japan culturally and aesthetically. The Confections are a moderately peaceful species although some races tend to not see eye to eye but they manage to avoid conflict with a non-interference policy, races that do get along often interact in many ways such as in trading resources and even in recreational contexts. All Confection races live in kingdoms that operate on a Monarchy but what form said monarchy takes varies between race, the Cotton Candy race operates on a strictly Matriarchal system as they are ruled solely by a Queen and an all female imperial court, meanwhile the Candy Corn race is ran by a Patriarchy and the Biscuit (or Cookie) race is ruled by a king and queen who share an equal amount of power and authority in their kingdom. The Confection’s home planet of Glucosia has a diverse variety of biomes and environments and is considered an “Earth-like” planet, each of the Confection race’s home country has it’s own unique properties such as the Gelato (ice cream) race living in the sub-zero temperatures of their arctic kingdom. Being made entirely out of sugar, the Confections are naturally the greatest confectioners in the known universe, in fact it was their delicious sweets that saved their entire species and world at one point. During their quest to purify the universe, the Gems came across Glucosia but when Quartz soldiers and their Emerald commanders stepped foot on Glucosia to assert dominance they were immediately distracted by the irresistible smell of cakes and pies and it was the first time that most of them ever participated in the act of eating, being completely won over by the Confection’s cooking, the Gems involved covered up the existence of Glucosia from their Diamond superiors for enough sweets to last three eras in return, the Confections have sense became a part of the Metal empire and their sweets have become widely popular with many races within the empire’s ranks, especially with the Fae. Abilities that are consistent in all Confection races include astounding regenerative abilities, an equally impressive degree of shapeshifting, the ability to “scatter” into pieces and reform, levels of strength, durability, speed etc. significantly above human beings and the ability to create and manipulate the candy/sweet they are composed of which can be surprisingly powerful depending on the skill level of the individual Confection as they can do things like create constructs and effective weapons out of candy, some races also possess unique abilities and traits such as the Licorice and Gummi races being capable of stretching their bodies to extreme lengths. Due to the edible nature of their bodies, regenerative abilities and immunity to pain, it is completely safe for other entities to eat pieces of a Confection’s body as long as there is enough left of their body for them to regenerate and it’s a common gesture for a Confection to share a piece of themselves for others to try as a way of expressing love, compassion or as a peace offering. The Confections are a genderless species but they can identify as either male or female.
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  31. Equestrians: The Equestrians are a race of evolved, humanoid ungulates (hoofed mammals) with centaur-like bottom halves consisting of many races based on ungulates which includes the likes of Horses, Oxen, Zebras, Giraffes, Rhinos, Elephants, Camels, Deer, Donkeys and more. The Equestrians are about as advanced as humans were in the Steam Age in many areas such as science, medicine, locomotion etc. and are quite intelligent as well despite being seen as primitive by most highly advanced races like the Gems or Metals but they stand out as being one of the most emotionally intelligent beings in the universe and it’s through their deep wells of compassion and understanding of emotions that allowed Equestrians to become a very peaceful species where a sense of trust and camaraderie is present in all races. The Equestrians and their world is a part of the Metal empire, the Metals were pleasantly surprised and impressed by the sense of world peace the Equestrians managed to achieve despite how “woefully primitive” they are and regarding them as “too soft” due to their aversion of showing strong emotions clashing with the Equestrian’s emotionally expressive and intimate nature. The Equestrians are Empaths, they are able to sense and feel the emotions of all living things and can even literally share their emotions with one another, thus their incredible understanding of emotions and empathetic nature. The Equestrians are a physically impressive species possessing great speed, strength, stamina, endurance, dexterity and senses that is significantly above human beings and said qualities differ from race to race such as Rhino and Elephant Equestrians being among the physically strongest and possessing horns and prehensile trunks respectively. The Equestrian Homeworld is an “Earth-like” planet that is highly abundant in forests, jungle and lush plant life, considerably more than the Earth due to the Equestrian’s avoidance of deforestation as their empathetic abilities have allowed them to understanding the delicate balance that nature has. Equestrians are a mostly herbivorous species but they commonly eat certain animal products as long as they don’t harm the animal in question such as eggs and dairy products, Cow and Goat Equestrians practically run the entire milk industry on their planet. There are male and female Equestrians and a diverse range of gender and sexual expression has been observed.
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  33. Kobolds and Bullywogs: The Kobolds and Bullywogs are a medieval-level race of reptilian and amphibian humanoids respectively who’s diverse races are comprised of many sapient reptilian and amphibian species such as lizards, iguanas, snakes, crocodiles, alligators, frogs/toads, salamanders, axolotls, chameleons etc. with a world and culture based on dark fantasy elements with each race being based on different archetypes typical of a fantasy role playing game such as the Crocodilians being a warrior race of barbarian-esque Bersekers and the Frogs being a race of Hobbit-like culture with unmatched horticultural skills. The swamp and bog planet of Quagpire is an extremely dangerous and perilous world of dangers lurking in every corner whether it be monstrous chimera animals, giant carnivorous plants, zombie plagues and unexplained phenomenon that teeter on the supernatural but the Kobolds and Bullywogs manage, having evolved special abilities and exceptional knowledge in certain areas depending on the race in question such as the Mage-like Salamanders and their Pyrokinesis via the control of napalm-like mucus they secrete from their skin and their exceptional skill and knowledge in “sorcery”. Certain races don’t tend to get along but they try their best to stay out of each other’s ways and even cooperate when the situation calls for it for the sake of surviving the perilous nature of their planet, deciding long ago that fighting each other will only spell their doom quicker if they don’t concentrate on the dangers that lurk all around them but many Kobold and Bullywog races have made progress in cooperating such as Frogs and Toads. Despite their medieval-like society, some races utilize somewhat advanced, Steampunk-styled technology composed of brass, gears, cogs and springs and powered by steam, most notably the Chameleon race who are the leading designers and users of said technology. Kobolds and Bullywogs are an omnivorous species and they are certainly not picky, they’ll eat just about anything as long as it’s organic in nature. Quagpire is a part of the Metal empire, a decision made by a conference between the Four Lords and the Crocodile race which the Metals believed to be the leading race of the whole planet because of their impressive strength and combat knowledge, an alliance not all races agree with, most notably the Frogs and Toads who are very old-fashioned but they begrudgingly live with it, unable to do much about it. The levels of strength, durability and other physical attributes vary from race and many races possess unique abilities depending on the race in question. Kobolds or Bullywogs can be male, female or hermaphroditic, depending on the race of Kobold in question.
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  35. Titans: The Titans are an ancient, powerful and equally wise race of very human-like humanoid beings based on Gods and other figures from many different culture’s ancient religions and folklore such as Ancient Greek, Egyptian and Norse. The Titans highly resemble humans but with some very notable traits depending on the race, the Olympian race highly resemble humans but are much taller being an average of twelve feet fully grown and possessing massive pairs of feathered, bird-like wings, the Sphinx race are humanoids with the heads of animals such as birds, felines or reptiles and the Asgard race, who are humanoids with horns and bodies covered in tattoo-like markings resembling Celtic runes. The Titans are one of many races who interacted with Humans throughout their evolution and the impact they had on many human cultures rival even the Gems as many Titans became the basis of inspiration for many Gods of ancient religions such as the Olympian race influencing the Greek and Roman pantheons. The Titans LOVED the worship and admiration they received from the humans who believed they were beings of divine origins and scale and would regularly interact with them, receiving praise and offerings and giving them valuable advancements in medicine, science and technology in return which would continue until the escalation of the Gem War forced them to return to their home planet and cease their interaction with humanity, preferring not to get mixed up in the affairs of “lesser beings” that they had a long-standing rivalry with as “Rose Quartz” never appreciated the way the Titans treated humans. The Titans get their name from their unbelievably immense strength that exceeds almost all other races, Titans are so strong that even an adolescent Titan is capable of lifting and carrying White Diamond with relatively minimal effort and Titans are equally durable and fast as well, their amazing physical capabilities being one of many reasons why they are often confused for deities. Titans are capable of living for thousands of years at a time, are immune to most forms of disease and toxins and possess incredible healing and regenerative properties. The Titans are manufacturers of highly advanced technology such as their signature breed of starships known as Chariots and are highly knowledgeable in many fields of science which they shared with the humans that worshipped them. Titans tend to be a vain and pompous race with a “holier than thou” attitude even though most of them, especially the Olympian race are unapologetic hedonists. All Titans possess the ability to manipulate their own Vitality, also known as “fighting spirit” which is a raw form of life energy that courses through their veins and they can do many amazing things such as greatly enhance their physical attacks and combat, execute special Vitality-enhanced martial arts techniques, augment weaponry, armor and certain qualities of themselves such as strength, speed, durability, senses, endurance, reflexes etc. and even project their Vitality into a wide variety of powerful projectile attacks of pure energy such as beams, balls, discs, bullets, breath, shockwaves, vortexes and more. Titans are one of the oldest organic races in the known universe. Titans can be male or female through a biological standpoint but Titans have no real concept of gender or sexuality as most races do, seeing being conformed to a particular identity based on gender or sexual preference to be ridiculous and don’t have the same hang ups as some other races may have such as males wearing dresses or makeup, most Titans can be seen as being pansexual.
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  37. Pathogens: The Pathogens are a monstrous yet intelligent race of evolved, macroscopic viruses, bacteria and other forms of infectious single-celled organisms hailing from a “planet” that is actually a gigantic, living protoplasmic cell known as Petri. The very wide and varied races of Pathogens consist of evolved personifications of alien viruses not found on Earth as well as evolved and sapient bacteria, mold, mildew and microfungi that cause outrageously dangerous diseases ranging from usually non-fatal afflictions like “Maddening Mumps” and “Fluff Fever” to unbelievably deadly ones such as “Bleeding Madness” and “Party Animal Syndrome” and over half of these diseases are exceptionally fatal to most if not all organisms organic and in-organic alike unless if you’re a Pathogen or a Horror. Pathogens are best described as being “monstrous” in appearance as they are amorphous in shape and are quite horrifying and even revolting to look at but they are capable of compressing themselves into humanoid forms in a similar fashion to Slimes, resembling multi-colored humanoids with unique traits such as cytoplasmic hair and qualities associated with a particular variant such as the “Uncommon Cold” variants being covered head to toe in thick spikes, the purpose of these humanoid forms is to allow Pathogens to interact with their surroundings in a more convenient manner and prevent themselves from frightening other beings. Despite their looks and nature as giant, sapient viruses, the Pathogens are a surprisingly warm, intelligent and well-meaning species that are relatively harmless but have acquired a bad reputation as being abhorrent, monstrous harbingers or disease by most other races due to their bad habit of spreading terrible illness across the universe, albeit not intentionally or out of malicious intent. A Pathogen’s idea of health is very different from everyone else’s, in fact it’s the opposite, traits we associate with sickness or filth like coughing/sneezing or mold and mildew is a sign of good health in Pathogen culture and they revel in filth, decay and dirtiness, things they attribute to their great strength and longevity and just assume that what’s good for them would be good for other races, leading to “invade” other planets in a misguided attempt to guide other societies in leading happy and healthy lifestyles, due to this, things associated with cleanliness and good health like soap and medicine is highly hazardous and deadly to Pathogens, another contributing factor to their skewed view of health, unaware of the difference between their biologies and other being’s. The Pathogen’s home planet is a moon-sized colony of protoplasmic cells that floats aimlessly throughout space, occasionally bouncing off moons and planets that happen to be in the way, inadvertently spreading diseases that have become quite common on many worlds such as the dreaded “Crystal Plague” epidemic that nearly wiped out the Gem race during Era I or the equally deadly “Rust Pox” that once plagued the Metals until eventually finding a cure thanks to the cooperation of the very Pathogens that embody said disease. There are two distinct groups that most, if not all Pathogens fall under, these being the Vaccines and the Viruses, the Vaccines being Pathogens who use their ability to control viral agents to suppress and cure disease for the benefit of entire planets under the Metal Empire’s direction, becoming the most effective group of physicians and pharmaceutical manufacturers in five galaxies, while the Viruses are rebel Pathogens who willingly spread disease, fully aware of how dangerous they are to non-Pathogens, doing so for the sake of autonomy and survival, rebelling against the Metal empire and the Vaccines who they deem as race traitors, due to this, the Vaccines and Viruses are caught in a constant, planet-wide turf war with one another on their home planet of Petri. The Pathogens have colonized the planet that they were born from to begin with, shaping the protoplasmic gel composing the planet into suitable habitats that “evolved” into skyscrapers overtime, transforming into entire organic cities, creating a combination of Biopunk and Urbanpunk aesthetics to their vast, slimy world. Pathogens possess unique powers and abilities depending on the species such as the yeti-like Phantom Flu Pathogens possessing Cryokinesis and abilities associated with ghosts but all Pathogens are capable of spreading their respective diseases through means that are unique to that type or simply through physical contact. Other abilities present in all Pathogens include malleable anatomies that allow for shapeshifting, elasticity, near-limitless regenerative abilities, scattering, reformation, organic constructs, self-replication, nigh-invulnerability and size manipulation. Pathogens are very advanced and intelligent, possessing organic equivalents technology present in other highly advanced societies such as Starships cultivated from the organic material composing their home planet of Petri. The Pathogens have no real concept of sex or gender and they can best be described as non-binary and asexual, as they reproduce by budding.
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  39. Succubi: The Succubi are a race of horned, bat-like, empathic vampires consisting of races based on different vices and Chiroptera species. Some Succubi races include the Gourmands, a husky race possessing traits similar to Eastern Red Bats who love gorging themselves on fine food and drink and the Amorous, a race resembling Ghost Bats who live to… er, “get physical” with anything willing to consent, although each Succubi race has evolved to become acquainted with a certain indulgent lifestyle and culture, they are known to participate in cultural exchanges and share their own unique brand of hedonism with each other. The Succubi sustain themselves on pure emotional energy derived from experiencing all aspects of pleasure whether it be from eating delicious food, drinking and partying, doing the sideways tango or even simple joys like playing video games, resulting in them living what most other races would see as recklessly hedonistic lifestyles, however unlike the Titans who’s culture revolves around being unapologetic hedonists for philosophical/spiritual reasons, the Succubi actually need to experience constant pleasure and stimulation of some kind or otherwise they’ll literally shrivel up and die! Due to this, Succubi are always looking for new and exciting experiences and although they’ve turned their home planet into a hedonistic paradise where opulent pleasures are never in short supply, they will often go off world to see what pleasures other worlds have to offer and are always more than happy to share their lifestyles with others as well, their absolute favorites stops being Earth which they have visited many times for centuries, usually under a human disguise. The Succubi and their home world are a part of the Metal Empire which they joined at their request to gain protection from the Gem Empire, which the Metals unquestionably accepted, it’s through this alliance where the Succubi homeworld has become a popular vacation destination for all beings that are associated with the Metals such as the Slimes, Dragons and of course the Metals themselves, allowing the Succubi to form strong bonds with said races as well. Abilities present in all Succubi include sound manipulation, high-speed flight, a limited degree of shapeshifting (human disguise), physical capabilities significantly above human beings, hypnosis, many forms of vision-based abilities such as night vision, x-ray vision, telescopic vision etc., echolocation, the ability to transform into a mighty yet monstrous “true form” that bestows immense strength and durability for defense purposes, the ability to feed on intense feelings of pleasure and joy and the ability to create “empathic illusions” using empathic energy derived from oneself or other’s to create lifelike illusions of one’s greatest desires and pleasures which could extend to entire illusionary landscapes depending on the number of participants or the intensity of said emotions used to create them. There are male and female Succubi and a wide range of gender and sexual expression has been observed.
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  41. Shades: The Shades are a race of highly intelligent, semi-humanoid, amorphous beings composed of living electromagnetic energy with ferrofluid bodies and an industry and business theme among the species and their assorted races. The Shades resemble living shadows thus their name, having bodies of pitch black ferrofluid composed of organic, ferromagnetic particles with colorful, luminescent eyes peering from their void-like faces, which they can possess anywhere from one to twenty off, the number of eyes a Shade possess being an indicator of their standing in their social hierarchy. The Shades like to wear vibrant and extravagant clothing that reflects their wealth and social status made of biofiberous material layered with magnetic alloy, which bonds to their body over time until being fully integrated as a part of their anatomy, allowing them to manipulate their “clothing” along with their bodies at will. The Shades are an Anarcho-Capitalistic race of merchants, scam artists, business moguls, and swindlers who are notorious throughout the known universe for their greed, avarice and being the most effective scam artists and business moguls in existence due to their inherent understanding of trading/selling and their ability to influence the decision making of others and effectively nullify their critical thinking, a Shade’s voice having a hypnotic effect on those who spend more than a few moments interacting with them, a Shade is capable of convincing a total stranger that they are their long time friend and more trustworthy than their immediate family, allowing a Shade to swindle anything they may want from them, get them to spend all of their money on their wares or even convince them to work for them for practically nothing in return. Status and wealth is everything to the Shades and unlike the Slimes who value hard work and actually earning one’s wealth, the Shades are willing to do anything to make money and climb the social ladder of their planet, even at the expense of another person, an entire race or even their own planet, their home planet of Bai’Yensall, once a lush planet teeming with life has become a practically post-apocalyptic world choked by the Shade’s industrialism and callous treatment of it’s environment and fauna for the sake of monetary gain and corporate growth, jungles and forests are near non-existent, most animals that lived on the planet have gone extinct from being eaten by the ravenous Shades or hunted for their fur or hide leather and their atmosphere destroyed by the pollution caused by the many factories that produce the products that they sell to each other and other worlds, said factories are so immense that they are impossibly vast labyrinths that can be considered an entire city on their own. Due to the nature of their kind, there are no real laws or regulations moral or otherwise in Shade culture just as long as money is being made, it’s like the old Shade saying “money makes the rules!”. Some Shades are so rich that they own entire planets and stars, patent entire species and manage to buy or some cases merely talk their way out of being destroyed by the likes of Gems. Each race of Shade specializes in some area of business, such as food and drink, medicine, travel, fashion, robotics, entertainment, oil refinery etc., any kind of business where money can be made there is an entire race of Shades that have mastered it and made it their way of life, this and the color of their eyes and clothes are how each race can be identified. The richest and most powerful of all Shadekind is the group of Shades known as the Mogul Elite, a criminal organization of Shades who work in the shadows (so to speak) to make sure they and their respective businesses stay on top no matter what. In spite of the indomitable levels of greed and gluttony that has made the Shades so infamous across the universe, not all of them are like this, there are in fact some Shades who aren’t so mindlessly greedy and callous and want to change how things are ran on their world, some can even be considered kind such as Wallow Whipple, a famous candy mogul who sees making delicious treats and candy as an art form and sees making profits second to making good products that his consumers will be happy with and employs robotic helpers to make his candy and run his factory instead of exploiting living beings, some Shades even run charities to help the unfortunate which as a result of their profit and status obsessed culture, are among the most poor of their kind and are seen as outcasts, after all who is ever heard of a Shade that cares about anything other than money!? As much as they’d hate to admit it, Metals have formed an alliance with the Shades many eons ago as their immense fortunes and access to near-limitless resources make them exceedingly valuable assets to the Metal empire and all worlds under their rule, trading resources with the Shades with certain resources in return such as “new workers” from other worlds desperate enough to work for them, the Metals however are still protecting these worlds at large and any other worlds they deem worthy of protecting from the Shade’s constantly growing influence and destructive gluttony which is how they justify working with them in the first place. Abilities that are present in all Shades include limitless shapeshifting, elasticity, regeneration and size manipulation, scattering, reformation, self solidification, magnetism manipulation, electromagnetism manipulation, metal manipulation via magnetism, creating constructs from their bodies, magnetism-based energy attacks, vocal mind control and intuitive knowledge and mastery in running a business of some kind that depends on the race in question.
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  43. Cybers: Also known as the Mechas and the Automatons, the Cybers are a highly advanced race of intelligent robots powered by Dwarf Stars consisting of many races based on different types of vehicles, weaponry, appliances and other forms of machinery, even Cybers who can transform into roboticized animals have been observed. Hailing from Theta, a planet that functions more like a massive factory, The Cybers are cybernetic beings that take on many forms, sizes and appearances depending on the race and the individual as well due to the highly customizable nature of their bodies and innate understanding of Level 12 engineering, a level of engineering and technological understanding capable of only the most advanced of races such as Gems and Metals, the Cybers themselves are living pieces of Level 12 technology. The Cybers are composed entirely of Programmable Matter, highly advanced technology composed of femtobots (like nanobots but microscopic in size), bestowing them with polymorphic physiologies that allows them to change their shape and transform at will, generate a wide array of tools and weaponry from their bodies as well as partially or completely transform themselves into a specific type of machine depending on the race in question, such as the Dragster race being able to transform into race cars or the Mariner race capable of turning into submarines, an ability they use in their every day lives, Cybers who can turn partially or completely into construction vehicles being the construction working class of their society, Cybers who tun into tanks, fighter jets and even weaponry such as giant plasma rifles for other Cybers to use are their planet’s defense force etc. although destined for a rigid caste system from the get-go like Gems and Metals however, Cybers are actually completely free to pursue whatever career they please as they can simply reprogram and redesign themselves to fit another purpose due to the highly customizable aspect of their bodies such as a Cyber who can transform into a flamethrower-like weapon wanting to become a chef and reconfiguring himself to be an oven instead. Despite being completely cybernetic in nature, Cybers display many functions typical of organic organisms such as being able to feel and express emotions and having a need to feed themselves, Cybers are ferrovores, meaning they eat metal and have a surprisingly diverse food culture concerning metal. Cybers vary greatly in size depending on the race and what they transform into, Cybers who can transform into personal supercomputers are around Peridot’s height while Cybers who can transform into massive battleships can be well over a hundred feet tall. Due to the nature of their advanced, technological physiologies, Cybers are not a naturally occurring race that evolved over time and are obviously creations of another advanced race, Cybers know this and have spent eons trying to find out their true origins in order to better understand themselves and each other. Cybers were one of the few races that the Gems didn’t try to wipe out when they first met, deeming them as equals due to the clean and sterile state of their inorganic bodies and highly advanced society and tried to make allies out of them but upon learning of the Gems’ mission of cleansing the universe, the Cyber race has conflicting stances, some were appalled by this while the other half actually bought into this “Inorganic Superiority” rhetoric, resulting in great strife that would plague Cyber society for a good century, the two sides going to war over their conflicting philosophies and ravaging their homeworld as a result and it would only end when the Metals stepped in. Using their great understanding of diplomatic relations with eons of experience, the Metals would help finally end this war and unite the two sides of Cybers, those who once held an anti-organic agenda were moved by the Metals’ war stories involving their cooperation with organic races such as the Dragons and Fae to win the war against the omnigenocidal Gems. The Cybers became a massive asset to the Metal empire, joining the ranks out of gratitude for the Metals practically saving their entire race and they would become one of the Metal’s greatest allies and one of their few beneficially mutual alliances as well, seeing the Cybers as their equals due to their technological superiority, great strength and a general sense of brotherhood, both being entities of metal and steel, even if the Cybers don’t necessarily agree with the Metals’ more rigid caste system. The Cybers would go on to form strong bonds with other races under the Metal empire’s rule and protection such as the Dragons, Sounds and Merfolk. Cybers display a wide range of unique abilities and functions depending on the race and aside from their ability to transform and protrude unique tools and weaponry, abilities that all Cybers share include immense strength, durability, speed and endurance, immense intellects especially when technology and engineering are concerned, the ability to manipulate stardust and stellar energy by tapping into their Dwarf Star cores such as with energy attacks and forming constructs, the ability to control, shape, reconfigure, deconstruct, reconstruct, modify and greatly enhance any piece of technology they interact with, the ability to automatically repair themselves if damaged and a general immunity to pain. Despite being robots, Cybers can appear and identity as either male or female but their genders, like every other aspect of their being can be reprogrammed if desired.
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  45. Giants: The Giants, as their name would imply, are a towering race of gigantic humanoids based on giants from many different cultures. The Giants live on the planet of Pangea, an immense planet that is about twice the size of Jupiter and has a diverse ecosystem of regions and environments that the Giants call The Lands, from which each race originates from. There are seven known races of Giants and seven lands as a result, these being The Cyclops of the Grass Lands, The Oni of the Volcanic Lands, The Hekatonchires of the Metal Lands, The Ravana of the Desert Lands, The Jotuun of the Snow Lands, The Nidhogg of the Mountain Lands and The Buggane of the Swamp Lands. Each race of Giant evolved to form symbiotic relationships with their homelands, essentially becoming living ecosystems themselves and gaining impressive elemental abilities matching said ecosystem that make them resemble true titans of mythology, such as The Cyclops, one eyed and one horned giants that are practically living forests themselves, being covered in acres of grass, moss and even trees and possessing the ability to manifest and control plant life such as massive vines and the Nidhogg, reptilian giants resembling gigantic, humanoid dragons with stone-like bodies and mountain-like spires on their backs. To say the Giants possess immense strength is an understatement, being the most physically impressive beings in the known universe, Giants possess the strength to move literal mountains with enough effort, the Hekatonchires for example infamously once used chains that they forged to move the entirety of The Metal Lands closer to the Lava Lands after an alliance with them was forged as a symbolic gesture of the Oni and Hekatonchires’ brotherhood. On top of being the physically strongest beings in Steven’s galaxy, the Giants are also one of the most durable, their immense sizes giving them a state of nigh-invulnerability that makes Giants impervious to any weapon or form of pain or damage that they didn’t make themselves. Each race of Giant have their own unique form of combat and weaponry, the four armed Ravana use spears, lances, flails and curved swords similar to Scimitars, the Jotuun use axes, hammers and two-handed swords, the Oni use spiked clubs and swords similar to katana, Buggane use a wide range of weaponry formed from the bones and teeth of prey etc. The Hekatonchires are considered to be the most advanced in this field as they are a race of blacksmiths and tinkerers that are the proprietors of complex, multi-part machinery and weapons, most notably firearms. The Giants aren’t the only things that are big on Pangea, the animals, plants and fruits and vegetables are also gigantic, a single pot of soba made by an Oni can feed the entire continent of Africa five times over and each race make good use of said resources, each race having a rich food culture and range of delicious dishes. The Giants typically have a good relationship with each other, as they are an easy-going race live for battle and love nothing more than to trade blows for fun, a trait that the Metals admire greatly, the Metals formed a strong bond with the wise, eight-armed Hekatonchires race in particular and gained trust from their allies overtime such as the Oni and Jotuun until the entire planet was eventually swayed in their favor. There even exist Giant hybrids as there have been many cases of crossbreeding such as the Giant diplomat, Charybdis who is a hybrid of the frosty Jotuun and rock hard Nidhogg. The Giants are by far the Metal empire’s greatest asset, their secret weapon, their ace in the hole, what have you, “send in the giants” is always their last resort to winning a war or removing a threat to their empire or their allies that have proven too great for anything else they have under their sleeve, their country leveling power, invulnerable bodies, powerful weaponry and immense elemental powers make them more than a match for just about anything thrown at them. Giants are typically male or female with some exceptions such as the Nidhogg as they are a hermaphroditic race and a range of sexual identities are observed in all races.
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  47. Vulpines and Felidae: The Vulpines are a race of humanoid canines with many sub-races based on different canine species such as dogs, wolves, foxes, coyotes, hyenas etc. while the Felidae are a race of humanoid felines that range from cats, lions, tigers, lynxes, leopards and more. The Vulpine and Felidae’s home planet of Mammalia is a wild and free planet with practically no laws even under Metal rule due to the Vulpines and Felidae both having cultures revolving around thievery and treasure hunting, the Vulpines for the most part are a swashbuckling pirate culture that ravage the seas for plundering and adventure, using brute force and eye-catching theatrics to take what they want while the Felidae bring the term “cat burglar” a whole new meaning, being classy jewel thieves with a knack for stealth and infiltration who take what they want with finesse and style, the Vulpines and Felidae are always stealing from one another, Vulpines will pillage and plunder Felidae cities, causing as much destruction and mayhem as they can while the Felidae will infiltrate Vulpine settlements and ships and do some good ole’ sabotage and assassination while they’re at it. To say that the Vulpines and Felidae fight like cats and dogs is a vast understatement and yet their cultures and capable of sustaining a state of sort’ve “chaotic harmony” and thrive in societies founded on thievery due to a unwritten rule that Vulpines and Felidae can steal from each other but never from their own kind, the two species having perfectly sustainable societies with a level of peace and cooperation between individuals that other planets have been trying to accomplish for eons, the Vulpines and Felidae being united under their shared fondness for stealing from their respective rivals, two Vulpine pirate crews after the same treasure for instance will actually work together to reach said treasure and split the earnings evenly amongst the two groups instead of fighting to the death for it. The Vulpines and Felidae both utilize a unique form of “Bubble Technology”, all machinery on Mammalia, from ships to industrial factories are all powered by a unique substance resembling bubble liquid that even produces bubbles as a by product when a piece of Vulpine/Felidae Tech is operating on it, this liquid is known as “Sun Bubble” as it is synthesized from the mucilage of a plant that absorbs so much sunlight that it functions almost as a naturally occurring, solar battery and achieves bioluminescence as a result, Sun Bubble is even used in a wide array of bubble-based weaponry such as large, staff-like bubble wands and Bubble Guns, both also being capable of utilizing specialized variations of Sun Bubble used for offensive purposes such as the electrified “Shock Bubble” capable of inducing electrifying shocks capable of disrupting a Gem’s solid light body. Although paling in the comparison of Gems and Metal, the natives of Mammalia utilize other impressively advanced technology such as Vulpine seafaring ships capable of turning into flying airships with a push of a button, boots that allow the wearer to walk on air, personal food factories capable of producing any kind of food by adding water, “jetpacks” that use highly pressurized, carbonated water as propulsion etc. Both the Vulpines and Felidae have innate understanding and expertise in engineering and inventing and it’s very common for individuals of the two races to utilize specialized tech and gadgets they made themselves, some of the highest ranking thieves and pirates on Mammalia having access to very powerful, personalized weaponry and technology for example. Unique mutations have been observed in both races, such as unique colorations or even additional limbs such as a Black Cat Felidae having two tails, a Fox Vulpine having nine tails or even multiple heads such as the infamous Vulpine pirate captain Sir Berus, who has three heads, each with their own unique personality, these mutations are rare and those who have them are actually greatly revered and admired, being seen as unique and “special” instead of reviled as freaks as most would expect. The Metal Empire has put these cat and dog aliens’ kleptomania to good use, frequently employing the help of Vulpines and Felidae for black ops missions such as retrieving resources from perilous planets, greatly rewarding them in the process as well as granting them access to countless worlds to mooch off from. All Vulpines and Felidae are venomous in nature, having fangs, claws and large, retractable spurs on tails capable of injecting specialized venom, the effects of their venom varies between individual Vulpines and Felidae as the properties of their venom is derived from their diet and their cast iron stomachs allows them to ingest toxic plants and venomous animals to no ill effect and make their venom extra potent in the process, each individual Vulpine and Felidae has their own unique molecular recipe for venom built into their bodies with varying levels of toxicity and unique properties, such as the infamous space pirate and ice cream mogul, Kookee Kat, who’s venom functions as a powerful hallucinogen that induces lifelike illusions in effected beings. Both races are also capable of expelling their venom from their mouths in a concentrated, gaseous state thanks to an esophageal gland located underneath their throats. Vulpines and Felidae also have the capability to expel powerful sonic frequencies in the form of ballistic howls/shrieks/roars capable of shattering the metallic bodies of Metals as if they were glass at close range. Vulpines are typically stronger than Felidae while the Felidae are typically faster and more agile but some members of their respective race break this mold such as Fox Vulpines being very quick yet somewhat frail and Lion Felidae being among the strongest of their feline kind, female Felidae are also typically stronger than their male counterparts while Vulpines are typically the other way around with some exceptions such as with the Hyena Vulpines. Vulpines and Felidae have equally impressive senses, reflexes, intellects, scientific aptitude and thievery ability, retractable claws and fangs and thick, bullet-proof fur. Felidae and Vulpines can be male or female and they can identify as a wide range of gender and sexual identities.
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  49. Daemons & Engels: The Daemons and Engels are equally ancient races based on the concept of demons and angels respectively, The Daemon races are themed around the seven deadly sins and plagues associated with the Four Horseman while the Engel races are based on the seven holy virtues and classes of Angel such as cherub, seraphim, ophanium etc. The Daemons are typically humanoid entities with bodies composed entirely of Dark Matter that vary wildly in appearance, the Pestilence race for example are highly insectoid in appearance while the Wrath race resemble typical depictions of demons being red-skinned humanoids but all Daemons possess bat or dragon-like wings and horn-like protrusions, the Daemons races are capable of generating and manipulating Dark Matter, having physiologies composed entirely of it, this Dark Matter is capable of stopping, absorbing, twisting, contorting and even repelling any form of matter or energy it interacts with and the Daemons are capable of shaping it into almost anything they desire and can even solidify it to create solid constructs such as bladed weaponry that utilize the attributes of dark matter as well as use dark matter to stick and clump matter together to create improvised armor and weapons such as an effective club by clumping a mass of sharp stones to a “club” of dark matter or sticking a tire wheel to a Daemon’s arm and manually spinning it to use as an effective weapon. Meanwhile, the Engels are beings with bodies composed entirely of sentient photons that come together to form a body of solid light that are very human-like in appearance with colorful skin depending on the race and possessing anywhere from two to eight bird-like wings covered in multiple eyes with star-like pupils. The Engels are capable of manipulating photons, including the ones composing their body for a wide variety of powerful capabilities most notably Light Manipulation, the Engels having the capability to generate, absorb, project, shape and manipulate light-based energy composed of highly concentrated light particles and can utilize a wide variety of different light-based attacks and techniques such as laser-like beams or even shape them into constructs and weaponry, the Engels are even capable of manipulating aspects of a Gem’s solid light body against their wills such as absorbing it. The Daemons and Engels’ home world of Equinox is a chaotic, cluster-like mass with one half of the planet composed of dark matter and the other of solid light that the two races declare as their respective territories, to say they don’t get along is an understatement. The Engels and Daemons have waged war against each other for eons, the two races disagree on practically everything and have deep-sated prejudices against each other, the wild and free Daemons perceiving the Engels as prissy, self absorbed fascists while the proper and orderly Engels see the Daemons as loud, vile anarchists and the two races have been fighting each other for the right of running their world the way the other believes to be the right way, their effectively immortal status and their abilities counteracting the other allowing them to fight each other for as long as they have been without driving themselves into extinction. Naturally, the Metals have been trying to establish peace and cooperation between the two races, seeing them both as potentially valuable assets to their empire and although both races are on good terms with the Metals, neither are officially a part of the Metal empire as neither want to be associated with the other, making the formation of cooperation between them exceedingly difficult. The Engels and Daemons possess levels of strength, speed, durability and other physical capabilities significantly above Metals, Gems and even Saurians but still pale in comparison to the likes of Titans and Giants. Both Engels and Daemons possess the capability of Flight thanks to their (sometimes multiple) sets of wings, impressive Shapeshifting capabilities as well thanks to their polymorphic physiologies that they have full control over, self duplication and size manipulating capabilities, explosion creation and the ability to teleport vast distances using their respective element. Both Daemons and Engels are genderless but both identify as a wide range of gender and sexual identities.
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  51. Pastels: The Pastels are a race of literally colorful, semi-humanoid blobs of living paint hailing from the equally colorful and wondrous swamp planet of Odd. The Pastels are beings composed entirely out of a sapient, paint-like substance that they possess complete control over, giving them an impressive degree of body control and giving them a very wide range of abilities, such as being able to shift between a fluid or solid state at will. The Pastels are composed of twelve different races, each race being a solitary color, these being the Reds, Blues, Greens, Yellows, Oranges, Cyans, Purples, Periwinkles, Pinks, Whites, Greys, Browns and the Monochrome (black). Being essentially living blobs of paint, the Pastels are natural born artists, every race having instinctual artistic talents and a limitless well of creativity that translates into everything they do and their cultures whether it be cooking, architecture or yes, the arts, Art in fact is a way of life on Odd, the beings on this planet will often paint or sculpt to fix a certain problem or burst into song to explain something or express what they’re feeling and each race specializes in a certain art form, the Greys for instance are thespians with a knack for performing and drama but all races of Odd are exceptionally good at painting, being living paint themselves. In fact, the paint-like substance that Pastels are capable of manipulating at will possess esoteric properties that allows them to alter aspects of objects that they paint over, by painting something a particular pattern or symbol(s) a Pastel can change or bestow certain traits and attributes to an object and change it’s function or induce some kind of effect such as sprouting wings on something by drawing said wings or painting a fire pattern on something to cause it to spontaneously combust in flames, Pastels can even flat out bring whatever they’ve painted or drawn to life, being able to cause whatever they drew to literally jump out and take a three dimensional shape, becoming real whether it be food or living entities, thus the planet’s many strange qualities. The entire planet is ruled and protected by the White Kingdom due to the great strength and valor the Whites possess as well as having the Metal empire in their pocket as well. While the Planet of Odd is a peaceful enough world, there is strict segregation of all races that is enforced by the Whites as they believe that it’s only when all races are separated where peace and prosperity can become possible due to the planet and it’s races once being plagued by war and conflict many centuries, problems which arisen from corrupt despots raging petty wars with each other over small matters that could’ve been avoided without violence rather than the concept of a multicultural society being inherently unsustainable, using their ability to change and control their environment via their paint for war and battle having disastrous results on their world in the past, resulting in them to rebuild their world from scratch by literally painting over it. Despite this planet-wide segregation, the leaders of each race do interact with one another for diplomatic purposes, being a part of a parliament known as the Rainbow Council that represents all kingdoms, getting together to discuss issues and create laws and policies that can benefit all of their respective kingdoms and people, even if a good half of them don’t believe in the segregation of their respective races.
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  53. Varmints: Varmints are a race of humanoid rodents and mustelids. The Varmint race is composed of two distinct races from which there are many sub-races based on different species of rodents (rats, mice, rabbits, squirrels, beavers etc.) known colloquially as the Murine and mustelids (weasels, badgers, otters, skunks, wolverines etc.) known colloquially as the Ermine respectively. The Murine and Ermine live on the planet of Rodentia, a once prosperous planet of unmatched beauty with lush forests of untouched, sustained vegetation, a wide diversity of biomes, clean oceans and clear air, and although not perfect, the many races of Murine and Ermine lived on Rodentia in relative peace and harmony, learning to co-exist well enough and in harmony with nature, even the Dark Rattus (Black Rat), the most industrial race of Rodentia achieved a Steam Age-like society of great industrial and technological progress without sacrificing the integrity of their environment and although these intelligent, humanoid rodents can be considered very “simple” in comparison to other races populating the bustling galaxy, they were happy and content, all of this however changed when the Metals arrived. Having rejected the many attempts of incorporating their world into the Metal Empire for their supposed benefit, the Metals took their world by force, causing an unprecedented level of destruction and death that no being on Rodentia has ever faced and although many have tried to fight back, their world was eventually taken, the Varmints subjugated and their resources sapped by the empire and taken to other worlds in their empire to benefit them at the Varmints’ expense, more than 70% of their once green and lush lands cut down and oceans polluted beyond repair by Metal industrialization. Many Varmint societies and cities were destroyed in the war’s fallout and those who managed to survive either live under the Metal empire’s thumb or escaped their planet entirely to start new lives, hiding in fear of the omnipresent Metals and ever-spreading Gems as well, resulting in the vast majority of Varmints alive today to resort to a life of crime, forming a neverending list of crime families and organizations that steal, kill and exploit just to get by, said Varmint criminal groups take many forms and operate differently, the Lagomorph (Rabbit) crime family known as the Hareraiser family functioning much like stereotypical Italian mobsters. Varmint criminal organizations are so vast and powerful that a single crime family can run an entire planet by themselves and there are even many individual crime families among a single race, Lagomorphs for instance have over 200 recognized crime families, groups and gangs. Many Varmints also act as resistance fighters, wanted “criminals and terrorists” that are associated with entire resistance groups more often than not that aim to disrupt and inconvenient the Metal empire and their allies in any way they can, resulting in Varmints being seen as a great inconvenience and regarded as pests to the Metals and some of their allies, many high-ranking Metals, such as the Four Lords keeping the real reason why Varmint renegades feel the need to blow up Metal training compounds or stealing resources from Slime and Shade markets a secret from their allies, fearing that them learning how they treated the Varmints and practically destroying their world will “shake up” their good faith in the Metal empire (for obvious reasons) and even when Varmints tell them the truth, very few believe them, after all the Metals are “so cool and nice you guys! I for one have NEVER heard of Metals destroying a planet, these furry vermin are obviously just lying/jealous!”. Despite this, there are many worlds in which Varmints have immigrated to in order to live their best lives or establish their crime families, including ones under Metal rule whether for better or for worse, the Slimes for instance welcome Varmints with open arms and are given the same amount of rights as them for economic growth, even if they don’t believe their “Metals ruined our lives” story, meanwhile the Shades also have an open immigration policy for any race but at the cost of essentially enslaving them by having them work for whoever is hiring with minuscule pay and little to no benefits. Moral alignments vary wildly between each Varmint group, The Plague Rats, a makeshift empire composed of Dark Rattus Varmints for instance have devolved to being an excessively violent and cruel race of world conquering mad scientists, forgoing any semblance of morality for the sake of survival (although that’s not to say ALL of them are evil of course) meanwhile The Fur Force are a group of courageous resistance fighters composed of both Ermine and Murine species that are seen as very heroic and altruistic, fighting the Metal empire and liberating those who don’t benefit from their rule, such as Gases or fellow Varmints. Varmints are known for being indomitably tenacious as well as both emotionally and physically resilient to the point where they can seemingly survive anything, being able to go through an amount of pain, injury and trauma that would break most organic lifeforms and keep on fighting, essentially refusing to die until they succeed or their bodies cannot feasibly function anymore, the innumerable amount of Varmint civilizations and powerful groups that are present all over the galaxy being a testament to their unmatched grit and unbreakable willpower. Their indomitable wills and drive to survive combined with their incredibly fast reproductive rates has allowed the Varmints to survive and even spread across the galaxy after the Metals have conquered their world. Varmints also have a tendency to be highly resourceful and capable of finding and retrieving almost anything if they are motivated enough, resulting in Varmints flourishing quite well as both merchants and crime lords. Many Varmints possess unique traits and abilities depending on the race in question, such as Beaver Murine being instinctively talented builders and architects or Skunk Ermine having the ability to produce large amounts of potent gas and being talented chemists but a more fantastical ability they all possess is an empathetic connection to certain elements, forces and concepts, each Varmint race has empathic abilities revolving around a particular force associated with their environment that allows them to manipulate certain elements to a comparatively limited degree than other alien races with similar abilities, the Arctic variant of the Mink race being able to generate and control generous amounts of ice and snow which they used mostly for architecture and making their frosty desserts. An particularly extraordinary ability all Varmints possess is the ability to transform into very powerful, beastly forms known as their Were Forms when exposed to lunar radiation, such as from moonlight, it is in their Were Forms where Varmints gain vastly increased strength, speed, durability, senses and other physical qualities that greatly surpasses the likes of Vulpines, Felidae, Equestrians, Succubi in their “Beast Modes” and Slimes in their “Blob Forms”, a sufficient number of Were Varmints can even overpower one of the comparatively weaker variants of Gems and Metals, and all without sacrificing cognitive functions, being just as intelligent and in control over their actions despite their seemingly more bestial appearance. Most impressive however is how greatly augmented their elemental abilities become while in their Were Forms, Were Varmint gaining elemental control over their respective elements so great those who are the most well-trained in the Elemental Arts are capable of surpassing the likes of Fae and Gases, Wererabbit Lagomorphs gaining electrokinetic abilities powerful enough to disrupt a Metal’s electromagnetic core to the point of forcing a “deactivated” state upon suffering a direct hit from a projectile lightning bolt, a Were Varmint’s impressive physical abilities combined with their immense elemental power proved to be a great enough threat to the point where the Metal’s resorted to destroying Rodentia’s moon to prevent them from transforming. Previous to the Metal-Varmint War, Varmints used their Were Forms and the Elemental Arts for philosophical purposes and to help out in their respective communities but are now used almost completely for combat purposes and the most intelligent members of the Varmint races have even developed methods of becoming their Were Forms without needing to depend on exposure from moonlight, most notably in the form of accessories adorned with moon rocks imbued with lunar radiation such as rings or amulets that allows the wearer to become their Were Form by cracking it open and directly exposing themselves to the moon rock contained within.
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  55. Intellectuals: The Intellectuals, also known as the Zeta Reticuli or “Greys” are an exceptionally ancient organic race comprising of twelve distinct races, each based on the 12 Types of Intelligence. The Intellectuals, formerly known as the Zeta Reticuli are a race of sexless humanoids possessing very large, melon-like heads containing highly evolved brains, large, almond-shaped eyes, three digit hands and feet and no noses, ears or any body hair to speak of, they take a wide range of skin colors, heights and body types depending on the race, the Logical race being very short and scrawny with grey skin while the Kinesthetic race are very tall, heavily muscled specimens with red skin. At their peak, The Intellectuals were once a single, unified race of impressive height and physical stature with four arms, were capable of being either male or female and were considered genetically perfect in every way, being both highly intelligent and physically impressive, these “perfect” beings sought to conquer the foreseeable cosmos and enforce their dominance over anything they come across, colonizing as many planets and stars as they can come across, riding in star ships the size of countries and capable of blowing up moons like they were nothing. The prized “jewel” of their empire was once Gem Homeworld, which they conquered in the earliest point of their history, the Diamonds were still young and (relatively) small much like Pink was and were essentially playing with the other Gem races as if they were children playing with dolls (albeit ones who treated said dolls very well). The Diamonds were terrorized by the cold, callous and unfeeling Zeta Reticuli, forced to be their slaves as the rest of Gemkind were during this time but treated much worse in comparison, being “owned” by high ranking members of the Intellectuals and forced to dance, sing, serve guests at gatherings, among other things and were severely punished if they misstepped even a little. Eventually, the Diamonds would grow into the towering giants they are now and discover their powers, allowing them to finally rebel against their oppressors with the fury of a thousand suns, the rest of Gemkind would follow them and kill most of the Zetas who thought they could defeat immortal, light-based beings while the remaining forces fled from Homeworld, leaving behind most of their technology that would be remade in the Diamond’s image in the following centuries and the Diamonds would then being their own pursuit to expand their own empire and purge the universe of evil, organic scum like the Zetas. The race of conquerors’ troubles would only get worse once Gold and the Metals started to expand their empire, wiping out any Zeta Reticuli in their path and purging any sign of Zeta civilization on any planet they might’ve encountered in the past, deeming them as the biggest threat to their mission to achieve harmony and equality throughout the universe in Gold’s name. The last remaining Zeta Reticuli settlements would eventually return to their ancestral home and stay their far many millennia, their leaders having signed a treaty with the Metals stating they will end all attempts to expand their empire outside of their original star system. Instead, the Zetas would focus on trying to create the perfect society instead of simply making it bigger and bigger, realizing that their kind was more flawed than previously thought and breaking through their delusion that they’re “perfect”, the Zeta would spend the next few centuries improving themselves through cutting edge genetic engineering by creating a line of genetically enhanced clones who brains were hardwired to specialize and excel in certain aspects of running a society so that they can succeed where they have failed, these cloned offspring would become known as the Intellectuals. The Intellectuals are a race of sexless descendants of the Zeta Reticuli, each of the twelve races being clones of particularly noteworthy Zetas, each possessing highly evolved brains genetically engineered with advanced brain cell grafting techniques that allowed for unmatched knowledge and prowess in a specific field, allowing them to achieve a utopian society by staying in line with their tasks given at birth and working with other races in harmony. These races include the Logical (mathematics and science), Kinesthetic (body and physical health), Emotional (emotional and mental health), Naturalistic (nature and biology), Linguistic (language and communication), Spatial (geology, meteorology and navigation), Collaborative (construction and architecture), Interpersonal (pedagogy and social sciences), Intrapersonal (psychology), Musical (music and audiology), Creative (the arts) and Existential (philosophy). Because of the roles and skills they were designed with, Intellectuals are exceptionally intelligent and talented in their given fields but lack considerably in other areas, such as the Logical race having a tendency to be introverted and not being very good at expressing emotions, each race’s specialty and the necessity to cooperate with each other has led t the Intellectuals to becoming one of the most efficient races in the known universe. The Intellectuals typically stand at around 4-5 feet and are thin and scrawny in appearance with a few exceptions such as the Kinesthetic race which are tall and muscular to a similar degree to their predecessors and the Collaborative race being typically around 3-4 feet and being bulky and stocky in build. The Metals would end up checking up on the Zetas a couple of millennia after their victory against them to see how much they have changed and thrived as a practically new species and would end up making contact with them, the Intellectuals, feeling responsibility for the damage their ancestors caused would request that they use their knowledge and resources to travel to other worlds, this time for the purpose of learning and education rather than conquest, the Four Lords themselves approved their request at the condition that their world would become recognize as part of the Metal empire so that their races could work together on a more personal level.
  56.  
  57. Dynamos (WIP): The Dynamos are a race of energy-based beings housed in high-tech, cybernetic bodies based on different forms of energy and superhero/villain archetypes.
  58.  
  59. Toxins (WIP): The Toxins are a race of sapient, macroscopic, single-called organism based on different kinds of toxins and poisonous substances.
  60.  
  61. Wicca (WIP): The Wicca are a race of life-sized voodoo dolls possessing immense psychokinetic power based on different forms of magic and sorcery.
  62.  
  63. Ursine (WIP): The Ursine are a race of sapient, humanoid bears based on different species of bears hailing from planet-like star, Ursa Major.
  64.  
  65. Subhumanoids (WIP): The Subhumanoids are a race of regenerative, anarchist humanoids based on different kinds of mythological humanoids such as pixies, dwarves, trolls and ogres hailing from the perilous, Mad Max-like planet of Immortus.
  66.  
  67. Genres (WIP): The Genres are a cosmic-level race of sentient radio waves housed in humanoid, silicon bodies based on different genres of storytelling.
  68.  
  69. Crafters: The Crafters are an ancient race of unimaginably advanced and powerful beings based on creatures and characters from the Cthulhu Mythos and other stories by H.P. Lovecraft. The many races of Crafters vary wildly in appearance, some bare some resemblance to each other such as the Cthulhu race who resemble humanoid octopus/squids while their cousins the Ghatanothoa race resemble humanoid ammonites possessing shelled craniums but there are also the ones who defy logic, such as the Cthugha, a race of giant flying eyeballs with many tentacles and the Y’golonacs, a race of Crafters resembling towering, obese humanoids with mouths on their hands and a giant, single eye for heads, despite how radically different they may appear, all Crafters are “genetically” related to each other and are considered a single species. The Crafters are bar none, the most advanced race in the universe, possessing unmatched knowledge and mastery in the two greatest forces in the universe, Science and ESP and it’s mastering these forces that the Crafters have become godlike in their own right and have invented technology that cannot be comprehended by most species, not even the likes of Gems and Metals. The Crafters have existed for untold eons and may be as old as the universe itself as the Crafters are not merely biological beings that evolved over time from simpler creatures but rather pure psychokinetic and elemental energy that solidified and took form, evolving into the powerful entities of varying appearance they are today with molecular structures similar to DNA but not exact due to their pure energy-based physiologies. The Crafters get their name from their knack for engineering, inventing and building in general and are just as considered a race of artists as well as scientists, finding great amusement and fascination in crafting whether it be in a scientific, artistic or architectural context. The greatest thing that the Crafters have ever created however is the creation of life itself, for you see, Crafters and Humans are the only known sapient races that came into existence by evolving on their own overtime, all other races organic or inorganic in nature were the results of Crafter experiments, Gems, Metals, Slimes, Dragons, Flora, they ALL owe their very existence to these eldritch scholars. All Crafters are separated into two factions that have formed from conflicting stances on the alien races they’ve created, The Observers are kind and pacifistic Crafters who create life purely for the purpose of science and explore the possibilities that life is capable of and thus, don’t try to control or interfere with what they create but merely observe them for research purposes, meanwhile there are the Overlords, Crafters with god complexes who believe they should rule over all life and do what they wish with it whether it’s life they created it or not for they are “superior”. All Crafters have abilities that are considered godlike for how immensely powerful they naturally are, these abilities include but not limited to telekinesis, telepathy, mental manipulation, emotion manipulation, technology manipulation, energy manipulation, chemical manipulation, weather manipulation, gravity manipulation, teleportation, malleable anatomies that bestow a practically limitless degree of elasticity, shapeshifting and regenerative abilities, a degree of Clairvoyance that functions identically to Garnet’s, time manipulation, spatial manipulation and elemental manipulation, what types of elements a Crafter can control depends on the race of Crafter and all Crafters can control one or more type of element such as the Ithaqua who can control Wind and Ice, not only can Crafters simply control these elements but they can even transform their bodies into pure elemental energy/forces for a myriad of purposes such as avoiding conventional attacks with complete invulnerability. Instead of living on a simple planet, the Crafters home world of Xoth is an interdimensional realm that exists between the borders of reality and is accessible through a dimensional rift found in the epicenter of the universe itself, Xoth is an incomprehensibly vast and strange space filled with anomalies such as blinking eyes that dominate the skies instead of clouds or stars, tornadoes of purple flames, towering and gnarled bone-like structures resembling trees, changes in gravity depending on the area etc.
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