The Song of Creation (fantasy RP) discussion

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message 1: by Eoraptor (new)

Eoraptor  (Mortus) | 2898 comments Mod
Please use the following template for your magical race.

Name:

Home World:

Special Abilities:

Appearance:

Cultural Description


message 2: by Spades (new)

Spades (thequeenofspades) | 89 comments Mod
Name:
Ejiki


Home World:
Hinansho


Special Abilities:
Ejiki have the ability to communicate with other animals of prey. This is the only ability that all Ejiki have in common. Because of the wide variety, all different species of Ejiki have different abilities. Most are physical attributes that come from their animal ancestry such as the ability of flight, ability to breathe underwater, or enhanced senses. A few Ejiki are blessed with the ability to heal, but it is ancient magic and it has been diluted over the years, making it weak.


Appearance:
Ejiki have a mainly human appearance with a few features of their animal ancestors, such as their ears, tails, eyes, and wings. They are generally built smaller than predator species.


Cultural Description:
Ejiki are very peaceful creatures, as breaking the peace results in exile to Rengoku. They reside in Tengoku, where they live in harmony with nature. There are very few structures in Tengoku except for the houses of its inhabitants. Ejiki generally live in caves, tree houses, and burrows. Most of the Ejiki are gatherers, but a few keep gardens to make finding food easier. There isn't a leader, but there is a council made up of one representative for every major species. (Rabbits, Birds, Fish, Mice, Squirrels, etc.) The only predators that they are willing to interact with are the Kitsune, who offer them protection against the other predators in exchange for a certain portion of the food collected by the Ejiki.



message 3: by Spades (new)

Spades (thequeenofspades) | 89 comments Mod
Name:
Kitsune


Home World:
Hinansho


Special Abilities:
Kitsune are able to communicate with all animals. They also have very long lives, superior intelligence, and enhanced senses. Unlike other inhabitants of Hinansho, Kitsune are still able to return to their animal form. This gives them the advantage in any fights, as Kitsune are quite large. Kitsune are extremely charismatic, allowing them to fool people easily, especially Ejiki.


Appearance:
Kitsune have a mainly human appearance with the ears and tails of a fox. The more tails a Kitsune has, the more powerful they are considered. Lighter fur is also considered superior, as white furred Kitsune are said to be closer to heaven than dark furred Kitsune.


Cultural Description:
When the new species of creatures emerged on Hinansho, fighting broke out between the Ejiki and the predators in a period called Yami. The Ejiki managed to push the predators past the Baria Mountain Range and into Rengoku. The Kitsune managed to talk their way out of exile and were allowed to stay in the Baria Mountains in exchange for protection against the other predators. After awhile, the Kitsune began asking for more from the Ejiki, mainly food. Now, the Ejiki provide the Kitsune with most of their food, as none of the Ejiki are brave enough to fight back. The Kitsune use their charm to talk down anyone who dares speak out against them. They live a relatively laid back lifestyle in a village built in the mountains. The Kitsune are ruled by monarchy. Because Kitsune are mostly female, they are a matriarchy ruled by and Empress.



message 4: by Spades (new)

Spades (thequeenofspades) | 89 comments Mod
Name:
Predators


Home World:
Hinansho


Special Abilities:
Predators have the ability to communicate with other animals that are predators. Because of the wide variety, all different species of Predators have different abilities. Most are physical attributes that come from their animal ancestry such as the ability of flight, ability to breathe underwater, or enhanced senses. The Predators have long since forgotten how to use magic.


Appearance:
Predators have a mainly human appearance with a few features of their animal ancestors, such as their ears, tails, eyes, and wings. They are generally built larger than Ejiki species.


Cultural Description:
Predators are more animalistic than the other inhabitants of Hinansho. Because of the tougher conditions in Rengoku, they have to fight to survive. They can live in packs or on their own, but they are almost always moving in search of their next meal. Some Predators have learned to adapt to eating an omnivorous diet, but none have been able to survive on a vegetarian diet. There are no laws and no governments except those established by individual packs. Predators dislike the Ejiki and hold a grudge against the Kitsune for siding with the Ejiki.



message 5: by [deleted user] (new)

Name: protoss

Home World: Aiur

Special Abilities: Protoss are extraordinarily focused, to a degree unmatched by humans. Their powerful psionic abilities extend further than that of human ghosts.

Protoss have been described as "devastatingly intelligent"

Protoss are natural mind-readers. Protoss must learn to filter the thoughts they read and filter (or block) the thoughts that they release (which would prevent other protoss from reading their minds). The ability to block thoughts is compromised by the Khala, which prevents the protoss which follow that philosophy from hiding from each other. During the Aeon of Strife, Protoss regularly used their mind-screening abilities to ambush each other.

Protoss can use their psionic abilities to shield themselves, charge their tools and weapons, and to make, manipulate or meld matter. At least some of these abilities can only be used by a small minority of protoss without technological assistance (such as the creation of shields).


Zeratul using the powers of the Void
Protoss can sometimes access memories and strands of experience from protoss who have died and entered the Khala, but only preservers have full access to this knowledge. Protoss warriors can learn from the spirits of fallen warriors at the Templar Archives.

The powers of the Khala and the Void protect protoss from zerg infestation.

Appearance: Protoss are about two meters (seven feet) to three meters tall and have two glowing eyes that blink normally,
digitigrade legs, semi-permeable skin covered in scales, four digits on their hands (of which two are thumbs) and toes, broad chests and shoulders, and narrow waists with slim midsections. Extending back from the crown of the head, protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic gestalt. This gestalt is the basis of the Khala.

The xel'naga considered these beings to have purity of form as the protoss are incredibly adaptable to harsh natural conditions and climates, and their strength and speed were unparalleled amongst the other races known to the xel’naga. Protoss even have sharp claws, which can be deadly weapons if a protoss is caught unarmed.

Protoss derive sustenance from light, capable of living off moonlight (reflected sunlight), and can go without light for extended periods of time. What little water they need is absorbed through the skin. The Dark Templar modified themselves biologically and used other techniques to survive on the formerly lightless world of Shakuras.

The protoss used to hunt, but they did so to collect the blood and hides of animals for various purposes, not for sustenance.

Protoss hear and smell through their skin, and it is believed that their primary sense is sight. Protoss have a sense of smell sharp enough to identify other protoss and see very well at night. A protoss' skin color may change in response to changes in its emotions. They are bereft of mouths, noses, or visible ears and are without a sense of taste. They possess three hearts.

Protoss sleep and dream in a manner similar to humans. When particuarly emotional, streams of energy have been observed to stream from a protoss's eyes, similar to how a terran might cry. Eye colors include blue, green, gold, and red. The proliferation of eye color corresponds to kindred; Khalai eyes are predominantly blue, Nerazim are predominantly green, and red is present among the Tal'darim.

A protoss's maximum life expentancy is 1000 years, though exceptions exist.

Protoss are not a prolific people and the xel'naga even developed an artifact, the Kassia crystal, to counteract this. The population of Aiur, however, had reached billions. Before the Fall of Aiur, the protoss population was in decline due to systematic extermination; the protoss were passing away from sheer age.Their numbers have been further reduced through conflict, and their population continues to decline.

Protoss blood is blue or purple. As in humans, coloration is considered a sign of ethnicity, with each protoss tribe having a specific subtly differing hue or typical pattern of markings associated with it

cultural description: Protoss culture is built around core philosophies that have been rigidly adhered to for over a millennium. As such, it is difficult for their society to adapt to changing circumstances. The integration of Khalai and Nerazim is a case in point in different cultural values.

Khalai culture has its roots in the Aeon of Strife, the period of chaos following the retreat of the xel'naga. At the end of the Strife, the protoss were reunited under the precepts of the Khala ("Path to Ascension") as promoted by the mystic Khas. The Khala took advantage of the natural psionic communal link and established a caste system. Protoss can be fanatical when it comes to their religious beliefs.

Not all protoss embraced the Khala. Many outcasts, eventually known as the Nerazim, were later banished from Aiur. Yet other outcasts, the Tal'darim, use drugs to cut themselves off from the Khala.

Female protoss rarely attain positions of power, except among the Nerazim. They are rare among the Templar Caste and were never part of the Conclave. Many protoss have a prejudice against female terrans, as the only one they've had much contact with was Kerrigan (contrasted to Jim Raynor). Very young protoss are referred to as "younglings."

The protoss are considered a "warrior race", although they were not constantly at war. They trained incessantly for combat, however, and prior to the Great War warred with the kalathi and "other types" of protoss. Protoss have a strict code of justice and honor, and strongly believe in their responsibility to enforce it. They strive for glory in battle. Protoss have always been willing to sacrifice their lives for other members of their species.

Aiur holds great, almost spiritual significance to all protoss.

The protoss, or at least the Khalai, do not not have a concept of luck, instead seeing "the synchronicity of events," and knowing there is a grander design behind them.
The extent to which the protoss have been a unified people has waxed and waned over time. Originally tribal based, the protoss settled under centralized rule with the coming of the xel'naga, only to revert back to tribalism in the Aeon of Strife, only to once again be unified after thousands of years. Under the Khala, the Khalai formed the caste-based Protoss Empire while those who refused to submit became the outcast Nerazim.

In the aftermath of the Brood War, both lines of protoss were united under the Daelaam. However, internal tension once again led to tribalism and their civilization fractured. In the aftermath of the End War, the Daelaam united the remaining tribes, and reclaimed Aiur as the homeland for all protoss.

The Tal'darim are a branch of protoss that were taken from Aiur during the departure of the xel'naga, and serve as a seperate culture from the Khalai and the Nerazim, unconnected to the Khala.They are warlike, and before his fall served Amon with a fanatical devotion, using terrazine to become closer to him.

While not true protoss, the Purifiers were templar designed by the protoss who rebelled over not being treated as true templar. During the End War, they were absorbed back into protoss society with the promise of equal treatment to true protoss.


message 6: by Astra (new)

Astra  (sayomina) Name: Treo

Home World: Dasmaynia

Special Abilities: Treo are known to be able to communicate telepathically to others of their race.

Appearance:
The average member of this race has a build similar to that of humans and is around the same height as the average human. They have dark brown skin and have red hair. They have hornlike protrusions on their heads and silver insectoid eyes. They wear richly-decorated clothing that leaves very little to the imagination and tasteful pendants.

Cultural Description: The Treos have a very intellectual based cultural. They explore the worlds of math, science, and philosophy. These three things are the center of their culture. Very very few ever pursue the knowledge of fine arts though it is not unknown for one or two every generation to do so. Treos have a very refined culture. They believe reproduction to be part of science but excessive emotions to be a crime. Basic emotions are only allowed if they are kept to a minimum. The treos have only three holidays. The day of beginning (The day they believe their race to come into existence) The day of recreation (The only day were emotions are allowed in any capacity. Most babies come 6 months after this day (the average time it takes for a Treo's baby to grow))) And lastly the day of science. On this day all the scientific, mathematics, and philosophical progress for the year is celebrated.


message 7: by Astra (new)

Astra  (sayomina) Name: Ka'wai

Home world: Dasmaynia

Special abilities: Ka'wai can understand the wind.

Appearance: Quite opposite to Treo, Ka'wai are fair skinned with white or silver hair and colorful duo colored eyes. (example: one blue eye, one green eye,). Ka'wai often dye there hair with vibrant colors though not always. Ka'wai also wear vibrant colored clothes of whatever style they want.

Cultural Description: Ka'wai love the fine arts. They indulge in creative writing, music, theatre, and forms of art such as drawing, painting, and pottery. They respect nature and understand the importance of nature. They are also a very emotional species. They celebrate the day of creation alongside the Treo. Instead of the day of recreation, Ka'wai have the day of somber. This day is used for honoring ancestors and the dead exclusively. It is the one time when the Ka'wai city is mostly quiet in contrast to its usual liveliness. Finally, Ka'wai celebrate the week of festivals. During this week there are many musical and theatre performances, art displays, and lots of delectable foods.


message 8: by [deleted user] (last edited May 16, 2016 12:56PM) (new)

Name: Akuma (Pronounced Ah-Cu-Ma)

Nickname for the tribe: Magicians

Home World: Hinansho

Special Abilities: Akuma have a wide variety of power, from controlling fire, using the moon's powers, or controlling darkness. All of their powers base around darkness, none of them peaceful, like water control or flying. They can shape shift, and almost all of them are illusionists (How they got their nickname)

Appearance: They Akuma are half-lings normally part animal, but they can also be half part of another race (Rarely) they normally have brown/hazel eyes and only few rare Akumas have blue, green, grey, violet, or red eyes. Hair colors consist of all colors, from brown to neon pink. They are pale skinned or light brown. Their style of preferred clothing goes with more revealing clothing.

Cultural Description: They Akuma have a taste for music. Most play, and one's with powers to control, use instruments to control the victim. They are normally cruel to other races, not one to hesitate to kill other race, but care for their environment, they eat only plants. They are very hostile and very deadly.


message 9: by Astra (new)

Astra  (sayomina) Name: Cait Sith

Home World: Ljosalfheim

Special Abilities: Enhanced speed and eyesight

Appearance: Cait Sith are humaniod with varying heights, weights, eye color, and hair color. What makes them so different is their unique cat tails and cat ears.

Cultural Description: Out of all the species the Cait Sith are the most peaceful. They value all life and nature. Cait Sith are probably also the most diverse species when it comes to work and culture. Everyone does the job they want to, which can range from farmer or gardener to medic. From chef to builder. From singer to painter.

~Royal titles
King
Queen
Royal consort(s)
Prince(s)
Princess(es)
Duke
Duchess


message 10: by Astra (new)

Astra  (sayomina) Name: Faery

Home World: Ljosalfheim

Special Abilities: All Faery can fly and can use magic from music (sleeping spells, illusions, making people do what they want, moving inanimate objects)

Appearance:
~All Faery: All faery range from 6 inches to five feet in height. Their eyes can be any color.

~Light faery: Light fairy have white, silver, or light blonde hair and white or silver wings. The tend to wear white or silver clothes that cover a lot of skin, except arms.

~Neutral faery: Neutral fairy are more colorful than the other two. They wear whatever they want.

~Dark faery: Dark feary have either black, dark purple, or dark blue wings and hair. They wear whatever dark colored clothing the please, usually revealing or no outfit at all.

Cultural Description:
~Light faery: Light faery are the most peaceful type of faery. They are also very secluded and rarely seen. They care for animals that are sick or injured. Light faery worship the moon goddess and sun god. There culture is centered around pleasing the two gods, music, and peace.

~Neutral faery: Neutral faery focus their culture on music and magic. They are the most seen out of all the faery. The hold balls and parties of all kinds. They do not worship anything. They believe illusions and moving of inanimate objects to be the most conventional ways to use magic.

~Dark faery: Dark faery are evil. They believe in absolute control over others. They center their beliefs around the deity of death and the deity of darkness. They pull innocents into their traps and keep them there for eternity. There is no stable culture or society. Dark faery are seen though if you see one you'll most likely never be heard from again if you are alone.


message 11: by Astra (new)

Astra  (sayomina) Name: Silene

Home World: Ljosalfheim

Special Abilities: Silene can breath underwater and their song is known to seduce males easily. Siline are also immortal but can be killed.

Appearance: Silene are part or most fish. They have long scaly tales, sometimes gills. Some have fin like ears or small fins on there arms. Silene sometimes have bone formations or fins on their backs. Dark silene tend to be darker or duller colors while those not as bad have more color to them.

Cultural Description: Silene stick together in small pods. Usually 10 females and one male. Males are very very rare. Mostly because silene are man-eaters and only female silene are born. They attack boats and other vessels and enchant men with there songs. They pull the men deep underwater before eating them. If a silene falls in love she will be kinder to him and if he truly falls in love with her she will turn him into a silene and they will become eternal mates, though it is not unusual for the male of the pod to do it with all the females in the pod. The male of the pod is considered the king, while his turner/eternal mate is considered the queen.


message 12: by Astra (new)

Astra  (sayomina) Name: Sylpth

Home World: Ljosalfheim

Special Abilities: Enhanced agility, healing magic,

Appearance: Sylpth are tall humaniods with pointed ears. They all have long hair, even the guys. Their hair and eye color varies. Most are blonde though. They wear light weight, easy to move in outfits.

Cultural Description: Sylpth are nature lovers. Most are also skilled warriors. Sylpth warriors are trained to use a bow and arrows. Some also use daggers. They believe in using everything and not wasting anything from nature. June 21st (Solstice): The “Gates of Summer” (Tarnin Austa) is the Sylpth Midsummer festival which starts the prior night and anticipates the rising of the Anar, the Sun in the East, who is “steered” in the skies by a fiery Maia (meaning “Beautiful One”) named Arien.


message 13: by Eoraptor (last edited May 16, 2016 03:28PM) (new)

Eoraptor  (Mortus) | 2898 comments Mod
Name: Eos (the people of the dawn)

Home World: Nomadic

Special Abilities: The Eos are considered to be one of the deadliest races in alll the cosmos. Fast enough to keep pace with even the fastests of horses, they chase down thier prey with suprising speed and agility, in order to deliver the final blow with their sharp claws and poisnous fangs and spikes. Along with their skill in batlle, this race also has the ablity to sense portals opening to other worlds, which allows them to live their lives as world hoppers. With this nomadic lifestyle, this race has also learneed to pick up laugages and weapon designs with relative ease.

Appearance: ((http://jurassicpark.wikia.com/wiki/Fi...)) This with the addition of large overlapping scales that work like a suit of armor, and long poisonous spikes running along the back of the neck and tail, which raise up when the Eos is angered. For attire they wear only want they need to fight and hunt. With warriors wearing blade created helmets blade attached to the back of their arms and tail, and shamans wearing feathered head crests and carrying. Aside from this traditional arsenal, different tribes have been known to add weapons and clothing as they spend time in each world.

Cultural Description ;

No one no knows where the Eos came from or who created them, all that is known is that they just appeared throughout all the cosmos sometime after the world was split. As such while with the exception of the two Koi fish Gods that literally balance the light and darkness of the world's they worship don't any of the gods though they still respect them. Instead they worship the spirits of their dead which they believe dance amongst the stars.
From the description of everything else above, saying that this race loves the thrill of the fight would be an understatement. However despite the fact that they're pretty much built for the battlefield and they believe the art of war to be a sacred dance.They prefer to make work with the natives of whatever world they're living in rather than conquering them and it helps that they pick up languages at the bat of the eye.

Still while adaptability is one of their strong points, their culture is alive and well and their Philosophy and religion that preaches the beauty of battle, respect of nature, and the importance of the past. And their's no doubt in among this race that they their tribes will continue to wander the world's as they always have for as the Shamans teach the hatchlings, "our kind came at the dawn of these new worlds and as long as we follow the stars, and our chief, we'll continue on till the last sun sets."

Other;

While the Eos normally speak the common tongue of whatever world they're in. The have lauguages of their own know as Dawn Speak. This lauguege is more made up of visual cues and bird like sqwacks then actual words, and the dailect changes from tribe to tribe, but for reference here's one common phrase in the Eos tongue

Nathal Shalito Maymalla hyuole brotha

May the stars be with you blood brother


message 14: by Rose (last edited May 19, 2016 06:41PM) (new)

Rose - Sadness pie soup - (richwhitetrash) | 207 comments Name: Holphina
Home World: Extremely widespread
Special Ablities: Holphini have the abilities (besides having extreme intelligence), to survive in both water and land. They also can control water , and don't need oxygen to survive
Appearance: Holphini have skin that's either a pale shade of grey or blue. The Holphini all have large noses and snouts like dolphins, and have a dorsal fin on their backs. Their feet and hands are webbed like ducks. They are extremely tall, around 6"9. All Holphoni have bright green eyes.
Cultural description: The Hophini are a very shy race. They live deep in oceans, and in the countryside. Different species prefer either land or water, but most dwell in Alantis-like cities beneath the sea. All Hophini believe in helping the wounded, but can be vicious warriors when provoked.


 ☾~℉ꅤꇩꋪꋬꅤ~☾ | 735 comments Name:

Elilloy

Home World:

Asliashno

Special Abilities: (They are able to; Heal, control fire, water)

Appearance:

http://www.popcults.com/wp-content/up...

Cultural Description


Elilloy is a very confident race. They will protect anyone or anything that is around them. depending on the group that lives in a certain nation depends on how outgoing they are. If they live in the kingdom they have earned the trust of the king and queen.
Elilloy Celebrate the rebirth of their planet every year. The celebration is held in the kingdom where it last for a week or at most a month.


message 16: by Rock (new)

Rock | 1130 comments Name: Nocutrnals

Home World: Etern Tardor

Special Abilities: Nocturnals abilities rest into several ill-moral categories. First and foremost the have a knack for stealing. Whether it be from picking pockets to picking locks they have all the skills necessary to get in and get out fast. Although, not all there skills fall into a thieving category. Many Nocturnals are proficient in magic. While most focus on necromancy many Nocturnals are skilled in other forms of magic, but the one skill that you should fear, that all Nocturnals have a knack for, is there ability to analyze, reverse engineer, and mimic whatever they can get their hands on. Give them a few seconds with something new, and they'll figure it out in no time.

Appearance: Nocturnals are mostly all small framed, light, and flexible. Their small bodies help them move quickly, and escape via tight spaces most larger and more muscular people could not easily maneuver through in case they get caught. Which is rare as the race is known for their natural ability to blend in with other humanoids. Despite not being named as such, Nocturnals look very much like humans. The only large difference is that Nocturnals hair color come naturally in black, white, a shade of grey between the two, or a style of purple.

Cultural Description: Nocturnals worship the Goddess Izar. Izar is the embodiment of the void, shadows, illusions, and deceit, and as such her followers play similar roles in society. Their major roles stemming anywhere from thieves to assassins. Nocturnals our known for their ability to blend in, hide in the shadows, and to generally not tell the full truth. Stealing, and giving a small pension to Izar, is considered a form of proper worship to their Goddess. Although, stealing from a fellow Nocturnal is looked down upon. This raises the question though, if your land is trapped in the void, how do you steal from someone who isn't a Nocturnal? Simple, let your Goddess send you to places to steal.

Izar consistently practices the act of sending her followers to other worlds and allowing them to do whatever they want. Whether it be from stealing to murder. This obviously can causes problems on the rare occasions that they choose murder, but the more dangerous aspect is if you allow a nocturnal to steal new technologies. These technologies are usually sent directly back to their home world where people get right to work on analyzing, researching, and mimicking whatever new thing they come across. Nine times out of ten if this product requires a certain product from that world to work they'll just find a way to make a similar object that works with magic. Which brings us to the darkest part of the Nocturnals.

Dark arts and other forms of magic that could be frowned upon is one hundred percent ok in Nocturn. Although every field of magic is practiced a great deal of effort has been put into Necromancy. Souls are rarely put to rest properly and most dead people's spirits end up as someone else's magical experiment from being part of a skeleton army to having your spirit be placed in some other object. This lack of restraint when it comes to working on the dead has also caused their to be a heavy influx of golems whom either have the souls of the dead, or an artificial soul.

Despite desecrating their own dead. The Nocturnal themselves are not all evil. They may partake in the act of stealing, they may have a few whom are notorious assassins that no one bothers to turn in, and they may practice magic the others would deem as evil, but they aren't lawless brutes. Murder is, surprisingly, illegal, and doing harmful experiments on the living is put a stop to as soon as people figure out what's going on.


message 17: by Eoraptor (last edited May 27, 2016 08:17PM) (new)

Eoraptor  (Mortus) | 2898 comments Mod
Name: Trecans (the tree seers)

Home World: Travon

Special Abilities: by Along with the ability to sniff out portal and a venomous bite that they inherited from their Eos ancestors. Trecans also have the ability to directly context with the Travan Trees they protect, allowing them to see the past, present, and possible future of their world.

Appearance: http://ichef.bbci.co.uk/naturelibrary...

Cultural Description ;

The Trecan race are descended from Eos that got cut off from the rest of worlds. However despite this relation, the only common cultural traits that has been passed between the two races is that both have religions tied to respecting nature (though they worship trees instead of stars) and that both used the language of dawn speak. They're a quiet, elusive race, that rarely ventures out of their home of tree haven except it be to protect the trees they're bonded to or in the search of knowledge. For the Trecans knowledge and wisdom are the two things that they treasure above else and their longing for more knows no bounds. As such thanks to their bonds to the Travan trees and their contacts from all around the known worlds. They've become one of the wisest races in all the cosmos and are perfectly willing to share their wisdom with those who seek them out so long as they don't partake of the Travan trees sacred fruit without their permission.


message 18: by Ilsa (last edited May 28, 2016 11:10AM) (new)

Ilsa (eruaistaniel) | 1288 comments Surgebinders belong to Brandon Sanderson. I'm taking creative liberty. Read his book series: The Stormlight Archives -they're amazing!

 photo tumblr_o34unrzlVr1qf4py9o1_500_zpsoug8hykq.jpg

Name: Surgebinder

Home World: Eradicated/Nonexistant

Special Abilities: Surgebinders are people who are presumably human, yet become something far more. They are perfectly in tune with the nature of their soul, both their interior motivations and exterior desires. They find harmony, even despite years of pain and suffering, and only then, when they are broken, can they attain their true potential. Surgebinders literally have a shard of their soul outside of their body, visible only to others when the soul decides. Disharmony between the pair can cause the death of the small part of soul and the loss of all powers of the surgebinder, resulting in a complete loss of power.

Powers vary by the type of soul, but all include: Healing themselves(Not others). The ability to turn their soul into a weapon that can shift into whatever form they currently need. A glowing blade/shaft.

Individual powers may consist of any, but not all: Illusions. Turning one material into another. Control over gravity. Ability to stick two items/people together using their power. Control over plants. Ability to heal others. (Many more may be added, but this is definitely not an extensive list, nor can any have more than 3-ish)

Appearance: They appear human, but when they attune their powers, their eyes glow the palest blue, and should they really go full on, their skin seems to seep white, glowing mist. Depending on the soul, it may be white or black.

Cultural Description: They may belong to any culture, but hold their own motivations, for nobility or not.

Example:
https://s-media-cache-ak0.pinimg.com/...


message 19: by Astra (last edited Jun 12, 2016 05:43PM) (new)

Astra  (sayomina) Name: Painted folk

Home World: Travon

Special Abilities: Painted folk are able to run across water because of the way their feet are shaped with three large toes that have special pads underneath. This and the ability to reach high speeds allows them to run across water. Certain painted folk can also fly because of a thin skin layer between their arms and bodies that can be used when jumping from tall trees.

Appearance: [image error]

Cultural Description: Painted folk are more of nomadic hunters then everything else. While they will set up small villages high in trees, these villages are easily taken down and packed up as most painted folk tribes don’t stay in one place more than eight months at a time. This causes them to know the lay of the land well.

Painted folk tribes consist of children, mothers, warriors, food gathers, a medic, and a dominant male warrior leader. Most tribes have one or two scouts though some don’t since scouts are rare. Scouts are the few rare painted folk that are born with the special skin layer that gives them the ability to fly. This is not a hereditary trait though most painted folk in one family that has had this skin layer will have it because they usually carry the same personality traits that are looked for at birth when these lucky painted folk are blessed by a god. Most are not blessed by this god or gods and do not have this skin flap

Painted folk tribes are less of tribes and more pods. While the painted folk are one as a community they usually travel in smaller groups ranging from about ten to twenty members.


message 20: by Jack the Teleporter (last edited May 28, 2016 11:33PM) (new)

Jack the Teleporter  (jackaboi) | 404 comments Name: Greathelm (War Seekers)

Home World: Greathelmer

Special Abilities: To clone soldiers and Turn people into their slaves.

Appearance: http://vignette3.wikia.nocookie.net/s...

Cultural Description
They were once a peaceful World. Till a great war came messing up the planets nature and cultural ways making them wanna have war with anyone to get their planet restored. A race of normal people till they made clones to help with the war then they could take on any world threy wanted. They look to solicon for help but none so they plan to take their anger out on Solicon. They use blasters and energy swords and have far more advanced and enhanced equipment. How they make people become they slaves his they either catch them and torture them or Inject a serum that turns them into mindless beast.


message 21: by Astra (last edited Jun 12, 2016 05:48PM) (new)

Astra  (sayomina) Name: Night singer

Home World: Travon

Special Abilities: Night singers are able to breath underwater because of their gills. They are also excellent swimmers because of the skin webbings between their toes and fingers. They also have long limbs that help with swimming.

Appearance: description

Cultural Description: Night singer are a male dominated barbaric tribe. They are mostly made up of male warriors and have a tendency for violence. There are no males that are not warriors or warriors in training. The male code is if you can’t fight you can’t live.

There are not many females and most females don’t live very long. All females know how to fight though within the tribe though they’re primary purposes are to gather food and to reproduce.

The tribe is dominated by one alpha male that has proven to be the strongest warrior out of all the night singer. Most alpha will keep any where from 3-10 females to themselves. There has been a few incidents of an alpha being so greedy that he has kept all females of the tribe at the time to himself. There has also been one incident where the alpha only had one female. When that happened she was known as beta.

While night singer can understand a wide range of languages because of the way their brains and ears process sound, they can only speak in croaks since they produce sound mostly from filling their cheeks with air and letting it out while producing a deep rumble in the back of their throats.


Name: Leemen

Home World: Travon

Special Abilities: The eye of greed. Certain leemen, usually the princesses of the royal family and bloodline, though sometimes but rarely the princes, have the ability to see things (usually valuables) that others would normally have hidden or that are hidden beneath layers of dirt and foliage. The few that train this skill really hard are able to see the truth even through lies.

Leemen are excellent climbers because of their nimble limbs and tails.

Appearance: http://aliens.wikia.com/wiki/Lurmen?f...

Cultural Description: Leemen have something of a kingdom. They tend to be very self-centered. They focus everything around themselves and making their live the best for themselves.
With leemen the only person above the self is the king. King gets what he wants first then you get what you want.

There is absolutely no poverty among the leemen. Of course that doesn’t mean there’s isn’t any crime. In fact there is quite a lot of crime. The sick are shunned unless it is the king that gets sick. Then everyone is constantly making sure all the king’s wants and needs are met at all times.

The king is usually the most outgoing, loudest, and pushiest leemen. The king is chosen through blood. While one king may have many sons he can pick whichever son he wants to be his successor. The king’s advisor is usually his closest consort/member of his Harlem. While most kings chose to not make any strong bonds with any if the women in his Harlem, there have been a few incidents where the king has chosen to marry his advisor, making her his queen.

The eye of greed. Almost all princesses of the royal family and bloodline have been born with this ability for generations. Even a few princes. This would normally be fine, except as soon as a princess shows signs of having this ability the king ships her of to the leemen mines where they are forced to use their ability and work “for the better of the kingdom”. In the mine these princesses are mistreated and hardly get anything to eat. Most forget who they were and that they were once nobility. If a princess does not show this ability by age sixteen she is married off to a lower class commoner. Lower class being a general term for the average people. Any princess who trains to the point of being able to see the truth even through lies or is suspected of training this far is either sentenced to life in prison or if she tries to use it against the king then she is sentenced to death. For the very rare princes who have the ability the king tends to favor that prince over the rest.


message 22: by ivy (new)

ivy (cunning239) Is this good?

Name -
The Edolas¨

Home World : Dasmaynia ( can I do that?)

Special Abilities : The edolas are know to be exceptionally skilled at using nature magic to soothe and heal. Their magic allows them to use incantations to charm and bend the powers of nature to their will. They are expert swordsman and most can wield a blade with inedible skill. They carve all their weapons from the trees, these weapons are fused with magical properties that can grant the wielder's weapon many abilities. They arent warriors, but their ferocity in battle would prove otherwise

Appearance:
The edolas are probably one of the most beautiful human-like creatures you will ever meet. Mostly all them have long silvery blonde white hair and warm, golden eyes. They are known for their unusually sharp ears and fair white skin. They are all incredibly tall, even the woman. All the members of the race are immortal, they can be killed, but a fallen edolas is rather rare. They all dress themselves in nature, and forge their clothing from the leaves or grass.

Cultural Description: The Edolas, or fair folk are known to be scholarly and composed individuals. They dont involve themselves with "mortals" or any other races for that matter. They can be haughty and arrogant, becuase they think they are simply the superior race. They have many strange customs and believe in only one god, Shenima. Shenima is the spiritual embodiment of nature to the Edolas, they believe she has created everything before there eyes. The edolas live in sophisticated communities only known to them in Dasmaynia , most people have never and never will encounter their home. Any other race that trespasses on their land will be killed without hesitation. They have only one high ruler, always female that is said to have ruled for several millenniums. They believe that music and the arts should be pursued before anything else. They are also known to be a very cold people, they are kind to their own race and the other more powerful races, but they will treat others with a cold arrogance that leads to many beliefs that the Edolas are a haughty and cruel folk. They are expert weapon makers, creating the finest weapons around. The men and women are treated equally, but the woman are seen to have a slightly higher power than the men.


message 23: by Benny Boot (new)

Benny Boot (bennyboot) #1 to Treatis

Name: Kubeba

Home World: Treatis

Special Abilities: The have extreme strength and a high tolerance to pain.

Appearance: Humanoids; They are all large with stark white hair. There eye color ranges from blue to black to white. They all are naturally bulky, even the females and they have hair on there feet. Most man cannot grow hair on their heads but plenty on their face.

Cultural Description: Kubebas are the great Hunters in the Tundra Mountain Range. They are carnivores and will eat anyone and anything that comes in their path. They form tribes and live with each other. There is a leader with 10-20 men and about 10 woman, then all their children. Every new mon the celebrate the Day of Darkness and will make sacrifices to Zanroar, the Great Hunter.


message 24: by Benny Boot (new)

Benny Boot (bennyboot) #2 to Treatis

Name: Shujaa

Home World: Treatis

Special Abilities: They have the powers of flight, due to the feathers that hang off their ars and heightened sight.

Appearance: There arms and legs are longer, having feathers hanging off the arms. Their bones are semi hollow to allow flight, so they are a bit fragil. There hair is always long and some may have small tail bumps like a bird.

Cultural Description: These peolpe live around Kumba Ziaw, and they live peacful lives. they are lazy creatures as they only need to eat the fruit in the nearby trees abd relax. the have there own launguage that is a simplified english for they are not quite smart. They have huts and cave homes built by the Pango.


message 25: by Benny Boot (new)

Benny Boot (bennyboot) #3 to Treatis

Name: Pango

Home World: Treatis

Special Abilities: The have mental abilities three for whoever to choose. Telekinesis, Telepathy, or Neurocognitive Deficit (rarest one). And can breath underwater

Appearance: They are deathly pale from their time in the darkness. They have either black or grey hair and slightly larger eyes. They all have scars on their neck at birth that act like magical gills that glow blue when they enter the water.

Cultural Description: This group of peolpe drew the short straw. They were once Uchawi, the normal peolpe, but were turn to the underground to be slaves many a year ago. They slowly mutated to live better in their enviorment and work in Adrhi.


message 26: by Benny Boot (new)

Benny Boot (bennyboot) The final race of Treatis

Name: Uchawi

Home World: Treatis

Special Abilities: There minds are quick thinking and they have a posion ivy esque magic where they can control pheromones in the air to be more persuasive or other emotional effects.

Appearance: They are about as human as human can get, except f small horns that come out their heads.

Cultural Description: These are the most populated members of Treatis, known as Mini Devils, these peolpe lie, cheat and lie some more to get to power and will backstab any one to do so. They crave power and as such made themselves the superior race.


message 27: by Ahana~ (last edited Jun 10, 2016 10:26AM) (new)

Ahana~  (kingahana) | 52 comments Name- Elementine

Home world-Kratos and Sancros

Special abilities - They have the power to manipulate the elements of earth. They can control air , water , earth and fire. They are very agile and wise with these ancient powers. Some can control ice and make cyclones and tornadoes but they are very few!

Appearance- They look like humans. They are slim and beautiful and have fair skin. Their eye colours vary. Some have normal colours , such as brown, blue , black , hazel etc ,some have odd colours maybe purple with thin gold waves or some have two different colours. Elementines born with a particular mark or tattoo show a high level of power.

Cultural Description- Elementine worship the elements of nature. They are great warriors and are very loyal to their word. They are strong and agile. Most member of this race prefer to travel through air . Women wear their hair long. They wear dresses, skin tight trousers or shorts, and gowns. Men have their short or cropped. They are kind but are not someone to mess with. They have great fighting skills and horse riders but they don't travel through horses much.


Night ~People Sometimes Scare Me~ | 1158 comments Mod
Elros

Home World Vernos

Special Abilities The Elros are known to be something akin to nature sprites. As such most Elros have the ability to help plants grow and heal minor injuries. The all looked to the goddess Florela for this power and it is said that one Elros every 100 years will be chosen as her priest/priestess and that Elros will have far greater magical abilities than the others.

Appearance Most Elros have a similar appearance to humans though they are known to have green, brown, or blue skin with hair colors and eye colors of a similar pallet. Green Elros live above ground, brown Elros live under ground, and blue Elros live in the sea.

Cultural Description The Elros are a naturally peaceful race and are firmly against war of any kind. They do not fight instead choosing to recreate whatever has been destroyed in fighting. They do not often leave their home world and most often live in small groups of Elros the same color as themselves. It is about as rare to see an Elros alone on a foreign planet as it is for one to fight back.


Night ~People Sometimes Scare Me~ | 1158 comments Mod
Kree

Home World Vernos

Special Abilities All Kree are born with the ability to see in the dark, as such Kree cannot see in color. They all have great hearing and most are rather animal like in one way or another without having any specific traits that set them apart. Kree can vary from animal to animal as most have some kind of animal which gives them their strength. Most Kree are extremely long lived and can go hundreds of years for every one year one of the other races of Vernos is alive.

Appearance All Kree look almost completely and utterly human, however all Kree will have one small trait that sets them apart. It won't be massive like the ears and tails of some other races, more so a difference of the eyes. A feather here or a patch of scales and fur there. However these oddities are all easily masked and hidden.

Cultural Description The Kree prefer to live solitary and peaceful lives. As they are the only omnivores living on a continent of farmers they consider themselves a danger. Move live close to the sea in order to eat things like fish as a completely vegetarian diet isn't enough to sustain the Kree. Sometimes a Kree will steal and animal or two when they start to get desperate. A Kree will most likely live and die their entire life alone save for small moments where they come together to produce young. But those are few.


Night ~People Sometimes Scare Me~ | 1158 comments Mod
Versnof

Home World Vernos

Special Abilities The Versnof themselves are plant creatures in a sense. They can some in the shape of many creatures and animals like wolves, humans, rabbits, horses or anything else. They can also take the form of whatever plant they are in order to hide and protect themselves. Versnof have no need to eat nor a digestive system to do it with, so most will spend long amount of time just lounging in the sunlight to do photosynthesis depending on their size and how much energy they need. Larger Versnof will often pull carts or plots to help out the Elros and Kree.

Appearance Versnof can come in a wide variety of shapes, forms, and plants but one thing is always constant. They must be some kind of plant. For example one Versnof may look like a wolf made out of a tree, another might be a rabbit made out of grape vines. The most common Versnof are tree Versnof as their forms are the easiest to retain.

Cultural Description The Versnof live very peacefully next to the Elros and the Kree. They are great at doing manual labor because their large variety of shapes and forms and require little in return because they in all honesty are sentient plants. Versnof usually live in large groups together.


Night ~People Sometimes Scare Me~ | 1158 comments Mod
Murmo

Home World Vernos

Special Abilities Murmo are amphibious creatures making them suited to the land and the sea, however they cannot swim in too deep of water or for long stretches of time which is what leaves them bound to the Zulu region. All Murmos are born semi aquatic with scales and gils however at the same time they are known to take to land and hunt. Murmos are vastly strong and can change the land in order to change the flow of water to fit their needs. Some are also known to have magic that can manipulate water all on its own, which among the Murmos is a powerful talent that is widely respected. However only one in a million Murmos will posses this talent and most get very sick and die after birth.

Appearance Murmos are scaly beasts often compared to a mermaid without the bottom half of a fish. Instead their legs are covered in scales and fins along with the entire rest of their body. The Murmos have sharp claws and when they go on land they often try to stay in wetter regions. Most Murmos make their home in large lakes. They can adapt to both salt and fresh water. If a Murmos come in a wide variety of color with the females being more vibrant in color to attract a mate and the males often having more things like fins and neck fills and markings, things that the females despite their bright colors lack.

Cultural Description Murmos are a carnivorous species eating both fish and land mammals. They often get into fights with Beastlings and the two most certainly do not get along. Once a year on a full moon all the Murmos will take the the sea and go to a special island where they find mates and breed for a week. At the end all Murmos will part ways leaving the females to raise the young completely on their own. As such a Murmos will on have one child in their life time as they take forever to raise.


Night ~People Sometimes Scare Me~ | 1158 comments Mod
Beastlings

Home World Vernos

Special Abilities Beastlings are very similar to werewolves that don't need the moon to transform, but a Beastling can be any animal instead of just a wolf. Their abilities vary from animal to animal and most are predatory animals, but the one things that remains the same for all of them is that they are stronger than the average animal or beast of their kind. They can be born with a wide variety of skills and magic depending completely on what kind of animal they are. Some may manipulate plants or water while others could have a blood lust ability that allows them to go on a killing spree.

Appearance Beastlings have 4 core forms. The first is a human form which they vary rarely if ever use. The second is a partiality animal form where they will have ears and tails of their animal on their human form. The third is a humanoid form. This draws more on the typical werewolf as it will be their animal form with a human like shape. In this form some will be able to walk on their hind legs among various other advantages. The third form is often considered their strongest form as it is where they have the most strength and speed and well as their magic being at its strongest. The forth form is of course the completely animal form.

Cultural Description Beastlings will like in different societies depending on what kind of beast they are. Wolf Beastlings might live in a pack format while a cougar goes off to live on its own. As such they can be pretty unpredictable as to what they may do. The Beastlings have a strong hate for the Murmos to the point they will chase any out of their territory. However the strange thing is there are small amounts of cross breeding. Specifically between Beastlings who are more closely related to aquatic animals and have the ability to control water. Because how valuable this trait is to a Murmos often a Beastling with this kind of power will be spared and used to try and produce Murmos with this power. Despite the solidarity of Beastlings they all have a pack mentality mind set to them and despite occasional border fights they will band together to protect young and fight off Murmos. When a Beastling is taken by the Murmos more often than not at least three or four Beastlings will fight to get their comrade back.


Night ~People Sometimes Scare Me~ | 1158 comments Mod
Krupa

Home World Vernos

Special Abilities Most Krupa are born blind but because of this have astounding senses of smell, hearing, and touch. A Krupa will have a large set of claws on their hands that look a lot like shovels, as they live under ground these were adapted for digging. Krupa who are not born blind will often be born with smaller claws and sharper fangs and will be used as scouts. A large about of scout Krupa actually have the ability to use a special kind of magic to track other living things in the area. Scouts are also born with the ability of camouflage.

Appearance Krupa appear to be pale white skinned creatures without any eyes. Their noses are simple slits in their face and their mouths are large dangerously fanged things. Their hind legs are reminisent of a raptor and so are their long whip like tails. They stand on two legs as their arms are equipped with massive sets of claws that make it impossible to walk on. Scouts will have smaller claws, sharper fangs, eyes, and skin that can camouflage itself.

Cultural Description The Krupa live in a hierarchical system with the male with the largest claws ruling as king. Whoever the king takes as a mate will be acting queen. However Krupa have been known to be polygamous and males will often take multiple mates. In such a case queens will rule over certain areas divide up between themselves. Krupa have many, many, many children because a lot of them die and most of the ones who live are female which is what causes the polygamy. The males are larger and stronger but they are also far less intelligent. Females on the other hand are smaller, faster, and smarter which is why they have higher survival rates. The most common causes of death are cave ins or starvation. They are a savage and unemotional race.


message 34: by Astra (new)

Astra  (sayomina) Name: Aesir (male), Asynjur (female) or Asgardian

Home World: Asgard

Special Abilities: All Asgardians have superhuman strength. Most Asgardians live a very long time, almost ceasing to age in appearance once they reach adulthood, of course they are not immortal, they just live longer than normal beings and can be killed easier than the gods. There are a few that either have learned ancient magic or have magical objects that allow them to use a certain power.

Appearance: Aesir are very human like except they are very muscly.All their muscles are very honed. Even the woman have muscles. Of course often times with the woman, their muscles are hidden by the silk dresses they wear, unless they are in battle armor

Cultural Description: The Asgardians are a warrior like people. They fight to protect the worlds, considering they are basically demi-gods. Many serve as voices for different good gods as the Asgardians are a species that follow light. There have been a few rare incidents where an Asgardian has become a god.

Withing Asgard it's self, Asgardians live a happy lifestyle. Plenty of food, beer, games of different sorts. Each Asgardian also does their part to help the community.

For royalty, there is the Allfather, the powerful king of Asgard. In one incident the Allfather was a god. Next to him is the Allmother, caretaker and queen of Asgard. Oddly enough the Allfather and Allmother, who ever it may be at the time, have never had any daughters, so the only princesses are the ones who marry a prince of Asgard. If a prince has fallen to evil his titles will be taken away and he will no longer have access to his rooms or most of Asgard for that matter of fact. It is possible, under the right circumstances, for these to be restored


message 35: by Demon Dragon (last edited Jun 18, 2016 10:38AM) (new)

Demon Dragon (Changer of Worlds) | 90 comments Name: Dark Kitsune

Home World: Hinansho

Special Abilities: similar abilities to Kitsune. They also have the abilities to manipulate Fox Fire, a magical flame that can heal or destroy based on the desire of the manipulator. They also have the ability to devour and absorb the souls of those they slay, adding to their own strength over time. they can also shape-shift between two forms.

Appearance: they have two forms, one is humanoid with fox ears and their fox tails, the other is a hybridization of man and fox.
description

their hides indicate to which Fox King their ancestors originally followed, oily black coats indicate their ancestors followed the evil Elder Fox King while lovely, shiny black coats indicate they followed the good Younger Fix King. All Dark Kistune have a minimum of nine tails, and gain more as they age, devour souls, and get stronger.

description

Cultural Description: they are a society that is divided between the savage but honorable ones and the brutish, conniving, evil ones. The Honorable Ones are more than happy to kill, maim, and destroy armed warriors and trained fighters but won't harm a untrained civilians if they can help it, they also find rape to be the lowest and most hideous act any creature could possibly commit. The Evil Ones happily do anything and everything they desire, from killing innocent villagers to raping and pillaging from other species.
The Evil Ones live nomadic lives while the Honorable Ones remain in their home territories following the Fox King.
Dark Kistune are almost completely male race that often takes wives from among the regular Kitsunes.

Species History: the species appeared long ago when a male Kitsune desired more power in order to rule his race. While he eventually got what he desired, and even managed the process in changing his race, he was killed by an unknown assassin and his powers went to his thirteen sons. While the oldest son was as vile as his father the youngest was kind and honorable, although no less savage their his elder siblings. The Elder knew how others liked his youngest and believed he would try and take over the race that was starting to begin. So he began trying to kill his youngest sibling, which eventually drove him away, where he would devour the souls of powerful, evil creatures that none had ever named nor would ever have a name. the Younger Brother eventually returned, hoping to persuade his brothers that their Eldest sibling was made with power, only to learn they had been killed and devoured by the Eldest. Enraged the Youngest gathered all those like him while the Eldest gathered those like him. So began a blood struggle that would continue through several millennium until the Youngest finally managed to trick the Eldest and killed and devoured his soul. So began the reign of the Fox King and the new struggle between the Honorable Ones and the Evil Ones.


message 36: by Rock (last edited Jun 24, 2016 06:30PM) (new)

Rock | 1130 comments Name: Moon Dancers
Other Names: Vampires, Followers of the Black Koi

Home World: Soulion

Special Abilities: Moon Dancers are, as can be taken away from the name, a race that is essentially "nocturnal" this isn't due to a preference, but because a moon dancer's skin will start to burn and peel if hit in direct sunlight. This could be remedied by a large umbrella, but traveling around at night is a lot safer. Being a nocturnal race has also caused most moon dancers to develop great low visibility sight to help the maneuver in the dark. Besides their keen eyesight in the dark, the other notable trait of moon dancers our their large canines. These large teeth are not used to tear into meat, but instead to pierce deeply into the skin so that they may suck the blood of their victim. That's right, the moon dancers are a group of vampires! As most vampires, the main intake of sustenance for the moon dancers is blood, and although their bite does not transform people, you really don't want to wake up to find one of these creature sucking you dry. Many moon dancers are also practiced magicians, focusing on magic the allows for quick and easy ways to knock out prey so they can get in, drink,and get out before anyone notices they're gone. It is also very dangerous to corner moon dancers, as many can have powerful spurts of magic that can rival the strength of their Sunny counterparts.

Appearance: Moon dancers can look like any other human at first glance. The most notable differences being their skin tones. Which can go anywhere between pale white to an almost grey color, which may make them look just more like sick people then blood suckers. Although, getting a closer look at them you could tell that they have sharp, pointed, eyes like a cat. They, of course, have their teeth, but many choose to hide them under turtle necks or just not speak in order to keep their identity hidden. Like most stories for vampires, the moon dancers are, in a sense, immortal. They are technically not immortal, as they do age but only at a rate slow enough to rival even dragons. Although the rate of aging changes as the moon dancer gets older. Most moon dancers age at the normal rates humans do up until they reach sexual maturity. Upon reaching sexual maturity their rate of aging will change again once they reach full maturity. At this point the aging process is slowed so much, that they piratically do not age at all. Their is no official measurement that one can apply to a moon dancer to see how they age, and it is widely believed that how fast a moon dancer ages depends on external stimuli. ((Meaning a moon dancer who has many mortal friends will likely mature and age faster than one without mortal friends.))

Cultural Description: Moon dancers were given their names for two reasons. They are first and foremost the followers of Aquila, the Balance Goddess of Darkness, and secondly a very laid back race. Those who spot parties of vampires, while they were not trying to feast, can recall that many at times they are celebrating something, or, you know, "dancing under the moonlight". Although, do not be fooled by this care free nature. As followers of Aquila they are essentially the Goddess' go to race for making sure balance is in the world, and for the sake of balance most our used in ways to cause harm and disarray among the worlds they are sent to. This doesn't always mean that they're around to cause harm, many moon dancers even prefer to not feast on the blood of sentient races they visit, as they know one drink too many could cause someone anemia, or worse. They sometimes, even, on rare occasions, get used by Xia to help regulate the good part of balance in the world. Just keep one thing in mind when dealing with Moon Dancers: If they're alone then they're probably of no harm, but if they're in a group the something bad is about to happen.

Extra: Although their bite itself doe snot cause vampirism, it is possible to become one through the moon dancers that requires a secret ceremony. Just keep in mind that all who become vampires this way will not age physically past the day the ceremony was done, unlike the vampires who were born vampires who do age physically until they reach full maturity.


message 37: by Rock (new)

Rock | 1130 comments Name: Sun Warriors
Other names: Followers of the White Koi

Home World: Soulion

Special Abilities: Sun warriors, as the name implies, are warriors of the sun. As such they are representatives of the Goddess Xia and are built to uphold the balance of good in the world wherever Xia's power can reach them. Meaning they gain power only while in direct sunlight, and loose their power while in darkness. These powers gained while in sunlight include enhanced strength, speed, agility, endurance, you know, pretty much ever physical aspect of them is enhanced. These enhancements ,while in sunlight, bring the Sun Warriors powers to beyond that of any mortal conception. They could knock out bears in one punch, take on an entire group of enemies while blindfolded, shoot an arrow farther and more precises than even the most practiced archers, but keep in mind that upon reaching an area without direct sunlight they will loose this power and become simple your average mortal man. Although, this lack of power is usually remedied by training, making them inhumanly powerful heroes of light during the day, and human level powerful warriors by night.

Appearance: All Sun Warriors look like they were born to be heroes. They are large, tall, muscular, and built athletically. Even the women are big, making them look almost like lost amazonian warriors. It is quite rare to see a sun warrior who isn't towering over anyone they are standing next to.

Cultural Description: Like the Goddess they follow the Sun Warriors are quite a strict race. They all follow a hero code that has been passed down vocally from generation to generation. This code is what all Sun Warriors follow, and is one that can cause one to be met by death if the rules are broken. They train all day, and only ever stop training if they are sent on a mission by their Goddess. This strict code they follow has caused many of the races to be distant to outsiders, as they usually do not expect outsiders to be able to keep up with their lifestyle and values. This makes many of them come off as snide and rude, but many hold their tongue when the sun sets.

Extra: As the Sun is their source of power, many sun warriors wear either very little cloths, or cloths with lots of holes in them in order to have more sunlight shine upon them. This is due to their power, obviously, rising the more sunlight that hits them. At the same time however, many Sun warriors choose to wear as much clothing as possible, as it allows them to prove that they are more powerful than their colleges as they need less sunlight to get the job done. This is usually seen as the younger warriors wear less to get more power, while the more practiced warriors are usually seen wearing full sets of armor. This also means you should watch out if a sun warrior ,whom is heavily armored, starts to remove their armor. It could mean that a powerful warrior is just removing the only thing constraining him from releasing the power of the sun.


message 38: by Featherflight (last edited Jun 24, 2016 09:46AM) (new)

Featherflight  (featherflight) | 1 comments Name: kan'eer (pronounced: can-ear)

Home World: Enganthel

Special Abilities: they can change the weather, but not much. Maybe just moving a cloud or making a fluffy white cloud a storm cloud, or making it rain. They also have extremely good senses like cats. They are very good at jumping from tree to tree.

Appearance: basically look like humans, but they usually have whiskers, dark coloured eyes, and light, orange or red hair.

Cultural Description: they like lounging around and they usually eat meat. They are a wealthy race and have beautiful temples and bedazzled houses. They respect nature and don't usually harm it.
They aren't very keen on fighting and usually pay someone else to fight for them. They are artistic and have many cultural attractions.


message 39: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Jun 26, 2016 08:01PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 12 comments
Name: Sprites

Home World: Annwn

Special Abilities: Each Sprite has an affinity over one of the four basic elements: Stone, Air, Water, and Fire. Stone includes metal(but not wood), air includes mist and smoke, water includes ice, and fire includes electricity. It is impossible to manipulate blood through water-bending. Some Sprites exhibit odd body parts, such as horns or wings. These are remnants of their fairy ability to shapeshift, long since lost.

Appearance: The tips of a Sprite's ears are very sensitive and can stimulate sexual arousal when touched, licked, kissed, or played with.



Cultural Description: Sprites are the indigenous people of Annwn, and are descended from the Fae. Most tribes of Sprites exhibit only one type of elemental bending, that is, a clan solely made up of water-bending Sprites or a clan of only fire-benders. Being born with a different elemental affinity often causes a child to be ostracized. Their powers are a remnant of the first Fae people to inhabit Annwn, who could manipulate the fifth element of Spirit, allowing them to channel energy. This was later diluted to elemental bending some several 100 years before the first Pixies colonized Annwn. Sprites live in the forests and marshes, in the deserts and mountains, far from Pixie civilizations, where they still practice their way of life. Sprites worship no god or goddess, but nature itself as a gender-less, nameless force. Some Sprites have converted to other faiths, and are often frowned upon by village elders, betraying their way of life.



message 40: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Jun 26, 2016 10:01PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 12 comments
Name: Pixie

Homeworld: Annwn

Special Abilities: Pixies have no inherit powers, but through the use of Pixie Dust, which they harvest from ore veins in Annwn's mines, they can perform magic, mostly manipulating the mind and emotions, seeing auras, reading and influencing the thoughts of others, spirit walking/astral projection, and prophetic visions. Pixie Dust, however, is very expensive, and only the rich can afford it. It is a ground-up, powered form of a diamond-like substance called Glamoury. Glamoury is akin to diamonds made from carbon, it is a refined form of an element referred to only as 'Dreams'. Dust comes in gold - the most valuable, silver - the cheapest, and colored - artificially made by alchemists called Dreamers or Dreamseers. Black Dust comes from 'Nightmares,' a highly volatile counter-element. It is like antimatter to the Dreams matter. Black Dust is more deadly and illegal to be sold, found only on the black market and dark alleyways, used for the high it gives and the deadly poison it can become when expired.

Appearance: Pixies look a lot like humans, but their hair and eye color can vary a great deal. Pixies, when in battle, adorn their body with woad, a form of blue body paint, often overlaid with silvery Pixie Dust, a much more cheaper and less potent variant of the golden Dust the wealthy use.





Cultural Description: Pixies colonized Annwn a century ago. Pixies are ruled by their women, the wives lead the household, the first born daughters get the most inheritance, and they are all ruled by a queen(the queen is to be rp'ed by me). Their royal family rules from the Fortress of Glass, Avalon. This royal family is said to have been created by the ejaculation of the god/dess of dreams and the Dreaming, the realm of sleep and the afterlife that exists outside of time in the Pixie's religion. When at war, the Pixies adorn themselves with woad and would decapitate their enemies, carrying it home and piling the rotting heads in the center of their towns and cities. Eventually, they will have a mound of skulls. After each year, the skulls are taken to the catacombs and used to fortify the tunnels. While the Pixies use the bones of their enemies to decorate their underground passages, they cremate their dead, putting their kings and queens on a boat and sending it toward Avalon's Isle, before lighting it on fire with a flaming arrow. The Pixies are shamanistic and animistic. Basically all Pixies are pansexual and polyamorous, with royals occasionally having incest - this is seen as sacred as it keeps their divine bloodline pure.



message 41: by 『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (last edited Jun 26, 2016 10:00PM) (new)

『ᴡɪᴄᴋʟɪɴɢ ᴛʀᴀsʜ ● ɢᴏᴏᴅʙʏᴇ』 (wickling) | 12 comments
Name: Gwragedd Annwn (Wives of Annwn), occasionally called 'the Women' or the Ladies of the Lake in reference to those who live in Avalon's lake

Homeworld: Found only on Annwn, can not leave

Special Abilities: The Gwragedd are an aquatic species, having gills and fins. They are not mermaids, as they possess webbed hands and feet, not fish tails. They can kiss Sprite and Pixie men, giving them oxygen by essentially burping air into their lungs. Due to their large lungs, they are gifted singers.

Appearance:


Cultural Description: Gwragedd Annwn are the native inhabitants of Annwn, of both the planet and the continent. They once lived in the oceans, till the first maelstrom nearly killed off their species. They fled inland and became the first peoples to inhabit the land. It was their siren song that drew the Faeries - ancestors of the Sprites - to the shores of Annwn so many years ago. They also seduced the Pixies into staying on the land. They would take men as their husbands, taking into the depths to breed with them, then letting them go to struggle to get back to the surface before they drown. This species is all women, as their offspring are always full-blooded Gwragedd Annwn girls. Their eggs, when not fertilized by semen before they are flushed out during their menstral cycle, will hatch females. This is how they have survived when there were no other inhabitants of Annwn. Gwragedd Annwn prefer to reproduce with men as it is more pleasurable.



message 42: by Demon Dragon (last edited Jun 29, 2016 01:50PM) (new)

Demon Dragon (Changer of Worlds) | 90 comments Name: Gargoyles

Home World: NetherWorld

Special Abilities: they possess some of the strongest earth magic throughout the worlds and possess rock hard hides.

Appearance: varies, they can either appear similar to earth statues or appear as something beyond imagination. all, however, possess large wings and stony hides, which also vary in coloration.

Cultural Description: a species that was raised from mere beasts to sentience in order to act as guards for the royals. they were eventually freed from slavery, although they still continued to guard. as a whole the race takes things slowly, always thinking, planning, and debating on what action they should take, it takes a great deal to make them do anything fast save for their duties, which they do with surprising speed and efficiency. they bow to the Stone Lord, who in turn obeys the Nether-King.


message 43: by Demon Dragon (last edited Jul 01, 2016 02:12PM) (new)

Demon Dragon (Changer of Worlds) | 90 comments description

Name: Kaiju

Home World: originally Earth, transferred to NetherWorld through random portals, currently a few still remain on Earth.

Special Abilities: various depending on species, which, literally, can be just about anything one can think of. many have energy based attacks although this isn't always the case.

Appearance: again varies, but all are massive in size ranging from "small" 50 meters to a massive 200 meters.

Cultural Description: they have very little culture, due to most Kaiju, called Lesser Kaiju by many, having very little intelligence, most being little more than powerful beasts but the Higher Kaiju often are as smart, if not smarter, than humans. however one and all bow to the Kaiju King, a creature humans named Godzilla. Godzilla is actually used to describe the entire species, rather than one individual. Godzilla species are often Kaiju Kings due to their higher intelligence are unstoppable fighting prowess, for only the best of the best can keep the might of the Kaiju in check for any length of time.
Most Kaiju either life in deep water, preferably the ocean trenches, or wherever their is high energy output.

Race History:originally evolving on Earth, frequent portals at the wrong time has sent many Kaiju to NetherWorld, where they found an environment filled with powerful energy and even more powerful opponents. the high energy, especially when compared to Earth, allowed the originally 50 meter Kaiju to become massive in size, the largest being 200 meters (currently).


message 44: by Demon Dragon (last edited Jul 01, 2016 03:05PM) (new)

Demon Dragon (Changer of Worlds) | 90 comments Name: Dinosaurians or just Saurians for short.

Home World: NetherWorld

Special Abilities: varies. Large Saurions have brutal strength, while small ones boast incredible agility and speed, and medium ones boast a balance of both as well as intellect. all Saurians can transform into a dinosaur (their own species only).

Appearance: varies depending on species. all have a humanoid form (they are still obviously Dinosaurs though, they simply have a human-like body).

Cultural Description: Saurians are an NetherWorld race that evolved from Dinosaurs that migrated from Earth Millions of years ago. the magic of the land eventually transformed them into the species now called Dinosaurians. they are a incredible race, the most advanced of all NetherWorld, boasting incredible feats not even Earth humans have managed to accomplish.
Although they are incredibly advanced, they are still quite savage and will often fight in brutal competitions in order to gain prestige as well as various rights such as breeding, land-owning, and even for the right to hold specific titles or even special names.

They bow to the Tyrant Lord, who lives to serve the Nether-King.


message 45: by Astra (new)

Astra  (sayomina) Name: Werewolves

Home World: Vernos

Special Abilities: Each night at the rise of the moon they turn into full wolves though this process is uncontrollable and painful. The turn back into their normal form when the moon sets.

Appearance: During the day they look like humans but at night they turn into wolves. While in human form they have a birthmark that looks like a crescent moon somewhere on their body.

Cultural Description: Werewolves are a tribal race. Each tribe has a Alpha, Beta, omega, warriors, and scouts. Alpha is the leader. Beta is the Alpha's number 2. Omega is an advisor to the Alpha. Warriors fight for the tribe. Scouts spy on other tribes and find food. Most werewolf tribes are in the Zulu region.

There is a purple flower known as wolfsbane that if it is made into a liquid form is deadly to werewolves. Werewolves can also be harmed by silver.

Werewolves often run errands for Tenderis's cult as they are some of the only that can survive in the Zulu region


message 46: by Astra (last edited Jul 07, 2016 03:46PM) (new)

Astra  (sayomina) Name: Sylvari

Home World: Travon

Special Abilities: Sylvari can control the type of plant that their other half is.

Appearance: Sylvari are half human and half plant like. They appear to be humanish but also plant like. Some are more like plants than others.

http://t10.deviantart.net/LxDuR5nJ_V-...
http://img10.deviantart.net/3be9/i/20...
https://trodamus.files.wordpress.com/...
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http://4.bp.blogspot.com/-B94JOC1AhHc...

Cultural Description: Sylvari are a peaceful race that cares about nature. As such they follow the nature goddess. Sylvari can be half plant of any type of plant and as such can control the type of plant their plant half is

For example: A tree Sylvari can control trees.

Sylvari all live together in harmony, though they do have a few warriors to protect themselves from other species that may try to harm them.

There are a feew rogue Sylvari who seek adventure and want to travel to other worlds.


message 47: by Rock (last edited Jul 17, 2016 06:19PM) (new)

Rock | 1130 comments Name: Void Spinners

Home World: Etern Tardor

Special Abilities: Void Walkers: Being born from Izar has allowed the Void spinners to be able o travel through the void in a similar fashion to Izar.

Avatar's of Destruction: Being born to Tenderis has allowed the void spinners to tap into large amounts of destructive and versatile magic, just like their father!

Spider powers: Being gigantic spiders allows the void spinners to produce webs as well as have poisonous fangs.

Appearance: The void spinners are, well, gigantic spiders. Many of them look like earth's most poisonous spiders, while a few look more like the stars in the sky. On average these spiders are about the size of a cow if not slightly larger, but some have been noted to reach the size of houses.

Cultural Description: The void spinners are the corrupt love child of Tenderis and Izar, and as such many of them follow the will of the cult of Tenderis. Making use of Izar's void to travel from world to world to cause havoc on nonbelievers. Despite having webs many choose to hide in the void before striking on their unsuspecting prey, as their large size makes it rather hard for their webs to go unnoticed. Instead many webs are just used as a home base to rest rather than to catch food. Despite being gigantic spiders, many void spiners are rather intelligent, and are known to have a great affinity for magic as well as being competent enough for full speech ((How they pull of speaking as giant spiders is unknown)) and are perfectly capable of pulling off rather large group projects in order to further Tenderis' will.


message 48: by Petra (last edited Aug 09, 2016 08:37PM) (new)

Petra | 22 comments

[Name] Aimur

[Life Span] Around 400
Young: 0 - 50
Adult: 51 - 350
Elder: 351 +

[Home World] Enganthel

[Special Abilities]
Most Aimur have the ability to withstand intense heat and are immune to fire. Some have the ability to conjure and wield flames as a weapon. Even fewer have the power of healing; those who end up with this are highly regarded and respected among other Aimur.


[Appearance]

Female Example: (view spoiler)
Male Example: (view spoiler)

The Aimur are generally tall creatures, ranging from seven feet to nine feet tall. Their features are very human-like, in terms of body structure and behavior. Aimur have darkened or tanned skin due to so much time in the sunlight. It isn't completely rare to see one with pale skin, especially when they're younger. Their hair can be a variety of color or length. Most have extremely long hair, as Aimur hair grows very fast. Horns aren't seen often, but also aren't impossible to have. Royals or Aimur of higher class are usually seen with horns. The ears are pointed at the tip, and can vary in size. Inside of their mouths lay very dense and dangerous teeth. The top and bottom canines are extremely sharp, but the back teeth are much more flat.


[Cultural Description]
The Aimur are prideful creatures that believe that being high-class is the peak of life. They have a very laid-back society in terms of entertainment, but laws are strict. The young Aimur are well educated, but will rarely be taught to fight. Clothing is highly produced and finely sewn. During the season of Kurai and Yuki, the Aimur will retreat down their mountain kingdom and protect themselves in warm caves that are constantly lit by torches. When this happens, they go into a type of hibernation until Hikari comes back around. They would never come out of their caves unless in emergency, as lack of warmth will cause them to slowly parish.


description

[Name] Iomir

[Life Span] Around 250
Young: 0 - 40
Adult: 41 - 200
Elder: 201 +

[Home World] Enganthel

[Special Abilities]
Iomir are very acquainted with water and its properties to the point where most of them have adapted to breathe underwater. Very few can actually control water or bend it to their will. Those that can are highly regarded in society. However, a power that has only been seen once or twice within the nation is the ability to control darkness and the shadows it casts. Having an Iomir that can do this is considered a bad omen. The one with this ability is banished to the empty plain ahead of their home, as the power is associated with evil.


[Appearance]

Female Example: (view spoiler)
Male Example: (view spoiler)

The Iomir have a variety of heights, ranging from four feet to ten feet tall. Their body figure and behavior are very human-like. The Iomir skin can range from blue to black and usually filled with human-like blemishes, such as freckles or scars. Hair length is different for most, but hair color is usually black, blue, or hazel. Horns are only common among royals, but small, pointed ears are very common. Inside the mouth, they have sharp canines in the front, but flat teeth in the back. At the base of the tail bone is a tail. The tail is sometimes covered in scales, and depending on the hair color, that would be the color of the scales. But, sometimes the tail can also resemble that of a cat or fox. Along the neck are three slits on either side. Most Iomir have gills to breathe underwater with.


[Cultural Description]
The Iomir are creatures that strive for peace among their society. Rules and laws are extremely strict, and any disorderly conduct can result in banishment, isolation, or even death. The royals want a perfectly organized community, in hopes that will keep everyone in line. Though, it doesn't mean that entertainment is restricted. The Iormir throw plenty of festivals that celebrate their birth and youth. Clothing is imported from the Aimur nation, so it is finely sewn. During Yuki and Hikari, the Iomir retreat into underground tunnels to avoid the unbearable heat and cold. If they're exposed to the sun's light and cold for too long, they could easily parish.


description

[Name] Seirxun

[Life Span] Around 100
Young: 0 - 13
Adult: 14 - 60
Elder: 61 +

[Home World] Enganthel

[Special Abilities]
This species has the ability to withstand great cold. They are well adapted to it to the point of where they can barely feel it. The power to actually control the cold and it's properties is practically unheard of, but rumors are still spread across the colonies of the first Seirxun and his ability.


[Appearance]

Female Example: (view spoiler)
Male Example: (view spoiler)

These creatures are a bit short, ranging from four feet to six feet tall. Their body figure and behavior are very human-like. Seirxun skin is usually extremely pale, to the point of where they could blend in with the snow that covers the ground. Hair can vary in length, but is usually black, pale grey, or white, no matter the age. Small horns at the stop of the head are quite common, as are pointed, large ears. Inside the mouth, they have sharp canines in the front, but flat teeth in the back. At the base of the tail bone is a small, thin, lizard-like tail. The tail is usually covered in scales, and depending on the hair color, that would be the color of the scales.


[Cultural Description]
The Seirxun have a hard-working society that they strive to keep thriving. Their colonies in the freezing plains are hard to keep up, as most foods die off or go into hiding during the harsh season. However, the Seirxun don't let the season stop them from giving up. Small groups go out hunting during Hikari and Kurai to provide for the rest of the Seirxun. Clothing is woven as best they can by hand, and has a tribal look to it. Going out in Hikari is the most dangerous, however, as too much exposure to sunlight and heat can lead to death. Young Seirxun are trained to hunt as early as just a few years old. Fighting and stealth are also taught, as it is thought that they will one day take back their land from the Aimur.




message 49: by Eoraptor (new)

Eoraptor  (Mortus) | 2898 comments Mod
Approved! :)


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