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Post by Twilight-Claw on Nov 2, 2019 17:26:59 GMT -6
The first step to creating a character - I feel, is understanding the world that the character will be diving into - living in, breathing in, loving in, and hating in.
Your character's life will be very different from your own, and you have to understand the world before you can consider your character.. A tentacle alien-monster prince does not belong in new york any more than a mermaid of serenity belongs in the desert of forbidden skulls! So - let's take a look at the world, just to give you an idea...
The World As we know it...
Imagine a planet, peaceful and serene.. floating in space like some treasured jewel.. The gods had long since closed their eyes, and fallen asleep, unaware of what would happen to their children, and how things would begin to take shape.
The continents had split apart - and the islands the soared above the clouds had fallen into the sea. Creatures from the depths rose up onto the peaks of the land, and other sought refuge beneath the mountains.
For hundreds of years, the world shook - and each continent, each nation - had called it a different name. The sands of time had long since passed - and the world settled back into a peace.. but, nothing would ever be the same.
The monsters had become only a sliver of what they were before.. dumbed down, hidden within' the deepest of jungles and secretive of seas - far away from the human eye. Only whispers now existed of what was once - stories, and legends... and people passed through time, in their own ways, as things often do.
There are no cars, and cities contain no sky-scrapers. Technology is limited only to those who are lucky enough to get ahold of it - and apprentice, as one would in the older days, to a master tinker. To those tinkers, those engineers and scientists - they have the world at their very fingertips. Hovercrafts and Cures to horrible sicknesses are all theirs to harness.. life itself, for some, seems easy to shape... but it always comes at a price - and the technology itself, no matter how clean or wonderful - is usually hidden away from the public eye, much as the monsters within' the deep are.
Magic still exists within' the world - lost to all "civilized" people.. rumors begin to spread, that there are people, hidden deep within' the belly of the world that still hold true to this magic.
Starvation is not dominant in most places of the world, but one must pick up many skills in order to feed a family. Cities - each building crafted by the community itself, almost regardless of the species of creatures living within' it..
But each species, stays separated, as things have been for hundreds of years... Until - the recent turn of events had changed all that...
For you see, time is a fickle thing.. sometimes, it moves along nice and slowly, steadily pacing through the heavens.. and sometimes, it decides that things aren't moving quickly enough - leaping over a stepping stone.. skipping it altogether.. and that is exactly what happened.
From the old property of the beings which people only dare to whisper about - a new building was erected, and the old occupants long since moved out... the laboratory had been constructed. From deep within' the world - the magic was found, and plundered. Flesh and bone were shaped and severed, twisted and fused with both magic and science - to create creatures that were both wonderful and terrible, seemingly made to rival their more natural brethren.
But there was no mal-intent... no mal-intent at all.. and these creatures of the labs were given out for free - for that's what they were created for.. companions and pets, guard dogs, or.. no reason what-so-ever.. but they were given out.. and for a time, nobody seemed to notice.. seemed to, anyway.
The natural creatures of the world were loosing their territories to the lab-created creatures, and were quickly becoming extinct. And a sanctuary was erected - just as quickly, to help protect those more natural creatures, imbued with the natural magics of the world - the natural magics of life - to keep them safe.. and likewise, they too adopted them out for free - trying to win back the lands that had been lost.
The Draconics, stirred by the silent cries above their lairs, had awakened - and they had realized that the world had changed since the days of old.. Long before, people had mixed feelings... sometimes, they would slay a draconic, calling him or her a monster - and sometimes, they would see them nearly as a god - the ultimate companion, and bond with them in a way that is stronger than any love.. and they knew, that if they were to stand a chance in this changing world - they had best try to sway those who had forgotten, in a more peaceful direction.
The magical creatures - the monsters of the deep - had also noticed the stirring of the world, and began to come out of their own lairs.. indeed.. it was time for all things to awaken - and the world to live again!
Rolling hills riddled with caves. Fields bountiful with wheats, grains, and flowers. Forests majestic - trees rising to nearly touch the sky. Mountains sturdy, reaching even higher.. and Deserts, parched and perilous.. Seas and Oceans, hiding the greatest treasures of the world - and Jungles, beautiful and dangerous - poisonous it seems... Frozen wastelands, and volcanic hells.. Cloud palaces hidden from the eye, and catacombs within' canyons.. rivers stretching out like fingers, trying to reach the lakes and ponds that they yearn to get to so badly.. but the marshes and bayous would stop them!
The world is indeed vast. Technology exists - but is not dominant.. Magic is a lost art, and monsters are starting to stir. Cities are quaint, and have a "home-style" to them - where in general people get along - with those of their own species... And the places growing the most quickly, are those places surrounding those two center-points of the world (as we know it).. the Labs and the Canyon of Eterra (Draconics).
All species seem to be welcomed at those palaces - by a rule of thumb, the leaders refuse to allow prejudice - and creatures of all shapes and sizes are given out for free - cities growing around them like wildflowers blooming in the spring...
Indeed - the world has changed, and life seems to be at peace again, save for the quiet struggle in the wilds... Pray the gods not awaken to see how their world has turned.. or pray that they do - and sway the life of it.
Loyalty to Location?
Perhaps your character is one of those who had lived in a peaceful (or not so peaceful) town or city, just outlying one of those areas? Most likely.. for all characters, regardless of their particular storyline, have migrated to one (if not all) of those "hot-spots" for life.
Perhaps your character shares moral opinions about one of them? Perhaps your character is like almost all of the inhabitants of the world, and unaware of the greater scale of things - and the struggles within' the wilderness..? Perhaps your character, for some reason, has chosen loyalty to a particular "hot-spot"..? Or perhaps still, your character loves them all, just the same?
The choice is really up to you - but keep in mind, if you'd like to play in all the different areas of HxR - we suggest you allow your character to at least enjoy each "hot-spot"... The labs, by far seems to be the most popular place to stay - though, each species may feel differently.. Hm.. Let's move on, shall we?
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Post by Twilight-Claw on Nov 2, 2019 17:27:10 GMT -6
The form used for your character:For first time members, you just simply make a new post in the Character Creation section - written in the correct form (It might be best to check out The Everything Tutorial if your completely new to this site, since this thread is more meant to easily mix and match the Attribute and Traits of your character, so it might be missing some of the more important information I hadn't bothered adding into it).. Unless your planning to have a Secondary Character which will require a little more effort, the 'how to' is found here. You can add as much information as you'd like, but please be sure to fill out at least the form. You can edit your character's profile later (The only things you can't change are things that don't change in real life, like your height or eye/skin color. You could wear colored contacts, but not actually change.) - but please only add skills, or slightly alter the personality. Below this post will be the options for the many different Races this world has. Remember to decide what language is to be your character's native language. Your character can speak, read and write their native language fluently - unless they have a trait that says otherwise, like illiteracy - but they must take additional skills to learn other languages. Your character's native language can be any language. Anything from the already existing languages of the Pethia to your own made-up one. But please, no copyrighted languages or languages of books, movies and similar are allowed - for obvious reasons to boot. The ancient language of the elves in Eragon is copyright, 'Common' is not... A list of the most known languages spoken in Pethia are found in the spoiler tag. This is a quick list of canon languages, feel free to come up with your own for your own characters if you'd like. Not all characters have the same background after all. Canon Languages Common [Most Commonly Spoke] Saakash/Sakaash* [Most Ssashirk] Marhoo [Most Avian] Kwalish [Most Xeno-Kwal] Nija [Most Kapper] Laiyan [Most Fae] Dubai/Uthax [Most Uthax] Grik [Unknown?] Draconian [Draconics] Labs Sign Language [Mute individuals]
*Spell it either way, it has been spelled both ways and more. It should also be noted, that all regular characters start with the following "stats" (unless an attribute or trait notes otherwise): Stamina: 3 Strength: 3 Resistance: 3 Dexterity: 3 Mentality: 3 Sprite characters use the following modified stat base: Stamina: 3 Strength: 2 Resistance: 2 Dexterity: 4 Mentality: 4 Pets as characters and Draconics as characters use their original stat bases which do not change when they are made into characters. Fleshing out your CharacterNow that you know about the world in general - it's time to make the character unique to you. Below this post you will find the species information, their attributes and traits you can choose from, I feel, its best to first start out with just choosing the Race, and think of what their personality and physical appearance will be like first, so that the Attribute and Traits are both easier to pick, and matches your character the most.
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Post by Twilight-Claw on Nov 2, 2019 17:27:29 GMT -6
| | | | Attribute
Adept (trait)
You’re a natural! A particular skill group grows twice as quickly for you. (Each skill rank is half cost, rounded up.) You may take this trait more than once for more skill groups, but it costs the same amount of trait points each time. You must have the skill group in question (or Jack of all Trades) to be Adept in that skill group. (This trait does not stack with the other traits that give you half price skill groups, but it does stack with other kinds of skill discounts. Always calculate adept first, then other discounts.) Charismatic Influence (trait)
People find you charming, or at least interesting. When you talk, people listen. You gain ‘Charisma’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Charisma group at the start of character creation. Skills in the Charisma skill group are half cost per rank for you, rounded up. Good with Computers (trait)
You are naturally good with computers. All ‘computer’ related skills cost one less skill point per rank for you. (Skills have a minimum cost of 1 point even with this bonus.) Green Thumb (trait)
Plants flourish under your care, and plant creatures just love you. You gain ‘Botany’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Botany group at the start of character creation. Skills in the Botany skill group are half cost per rank for you, rounded up. Imagination (trait)
You’re imaginative and always full of ideas. You gain ‘Artisan’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Artisan group at the start of character creation. Skills in the Artisan skill group are half cost per rank for you, rounded up. Jack of all Trades (trait)
All skills grow equally for you, no matter what group they are in. You do not choose any skill groups at the start. Mechanical Genius (trait)
Machines, gears, wires, robots, it all makes so much sense to you! You gain ‘Tinkering’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Tinkering group at the start of character creation. Skills in the Tinkering skill group are half cost per rank for you, rounded up. Natural Scholar (trait)
Either you’re clever or just good at studying. Either way, you pick up information quickly and easily. You gain ‘Academics’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Academics group at the start of character creation. Skills in the Academics skill group are half cost per rank for you, rounded up. Old Salt (trait)
The sea is your home, and you certainly never get seasick. You gain ‘Seamanship’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Seamanship group at the start of character creation. Skills in the Seamanship skill group are half cost per rank for you, rounded up. Veteran (trait)
You’re no stranger to combat, and in fact, you’re pretty good at it. You gain ‘Combat’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Combat group at the start of character creation. Skills in the Combat skill group are half cost per rank for you, rounded up. | Attribute
Animal Empathy (trait)
You’re really good with animals, and they’re drawn to you! You gain ‘Husbandry’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Husbandry group at the start of character creation. Skills in the Husbandry skill group are half cost per rank for you, rounded up. Bear's Strength (trait)
You are stronger and usually bigger than average. You get a permanent +1 bonus to strength. Cat's Balance (trait)
You can never be caught off balance. Climbing trees is much easier for you. You never, ever trip over your own feet, that's for sure. Danger Sense (ability)
You always know when something is out to get you, and you move out of the way before you even realize why. You gain the ability ‘Danger Sense’. Instinct (trait)
You’ve got good instincts, and you’re a natural survivor. You feel at home in the wild. You gain ‘Survival’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Survival group at the start of character creation. Skills in the Survival skill group are half cost per rank for you, rounded up. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Nip (move)
The creature gives its opponent a sharp nip. +1 Physical Damage [Str] Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] | Attribute
Bear's Strength (trait)
You are stronger and usually bigger than average. You get a permanent +1 bonus to strength. Bite (move)
Attacks the foe with teeth, biting down hard on the opponent. +3 Physical Damage [Str] Cat's Balance (trait)
You can never be caught off balance. Climbing trees is much easier for you. You never, ever trip over your own feet, that's for sure. Claw (move)
Lashes out at the foes with extended claws, raking the foe's flesh. +2 Physical Damage [Str] Climb (move)
Uses legs or claws to cling to surfaces, scaling up (or down) them. Only non-slick surfaces, such as rock or tree trunk can be climbed. Slick surfaces, such as glass, cannot. - No effect in battle. The user may climb steep surfaces, such as cliffs. Danger Sense (trait)
You always know when something is out to get you, and you move out of the way before you even realize why. You gain the ability ‘Danger Sense’. Desert-Dwelling (ability)
Has resistance to all heat, or dry related attacks - but not all fire attacks. For example, arid bite does less damage - but fire-breath deals normal damage. Also, creature becomes thirsty much less often. Forest Dweller (ability)
When in a forest setting, the creature can easily blend in and survive, getting +1 to all of it's stats. Instinct (trait)
You’ve got good instincts, and you’re a natural survivor. You feel at home in the wild. You gain ‘Survival’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Survival group at the start of character creation. Skills in the Survival skill group are half cost per rank for you, rounded up. Jungle Dweller (ability)
When in a jungle-like setting, the creature can easily blend in and survive, getting +2 to all of it's stats. Loosen Fur (ability)
Sheds fur or feathers when frightened or nervous - prevents all damage from "gripping attacks", such as "crunch", and all "bite" attacks. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Nip (move)
The creature gives its opponent a sharp nip. +1 Physical Damage [Str] Rat's Blessing (trait)
Squeezing into tight spaces is super easy for you because of how flexible you are. It’s tough to pin you down. Roar (move)
Releases a mighty roar that frightens and demoralizes the foe. - Causes the opponent to skip it's next turn in battle. Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] Swim (ability)
Grants temporary immunity to water, fire, wind, and earth damage... Takes double electrical and ice damage when using this ability. When used with Aquatic neither of the effects stack. Tundra-Dwelling (ability)
1/4 cold resistance, also - creature becomes hungry much less often. | Attribute
Bear's Strength (trait)
You are stronger and usually bigger than average. You get a permanent +1 bonus to strength. Bound (move)
Bounces on it's "toes", leaping into the air to prance away from foes, weaving back and forth as it goes, making the creature harder to hit. +3 Resistance [Tmp #0] Danger Sense (trait)
You always know when something is out to get you, and you move out of the way before you even realize why. You gain the ability ‘Danger Sense’. Endurance (ability)
Can run or walk a long time without tiring - allows "run" and "dash" to be used more than once. Hardy (ability)
Creature is strong in both body, mind and spirit. Intimidation and Commanding Presence do not affect this creature at all. Damage over time effects are halved (rounded up). In addition, anything affecting the creature's stats over time only work up to three turns. (If they go beyond that normally, it will be only three turns. If they would normally be less than that, then they remained unchanged.) Horn Strike (move)
Uses its horn(s) to attack the foe. +4 Physical Damage [Str] Instinct (trait)
You’ve got good instincts, and you’re a natural survivor. You feel at home in the wild. You gain ‘Survival’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Survival group at the start of character creation. Skills in the Survival skill group are half cost per rank for you, rounded up. Plains-Runner (ability)
When on a level surface, such as a field, or plains - the creature's speed is doubled. Run (ability)
Creature runs. Cuts your dexterity in half - but all foe's physical attacks only have 1/2 accuracy. Can only be used once per battle, and only lasts one turn. Also - if "charge", an extra bonus is added... see "charge" for details. Stallion's Stamina (trait)
You’re especially tough and have great endurance. You get a permanent +1 bonus to stamina. | | | | | Attribute
Bear's Strength (trait)
You are stronger and usually bigger than average. You get a permanent +1 bonus to strength. Bite (move)
Attacks the foe with teeth, biting down hard on the opponent. +3 Physical Damage [Str] Climb (move)
Uses legs or claws to cling to surfaces, scaling up (or down) them. Only non-slick surfaces, such as rock or tree trunk can be climbed. Slick surfaces, such as glass, cannot. - No effect in battle. The user may climb steep surfaces, such as cliffs. Hardy (ability)
Creature is strong in both body, mind and spirit. Intimidation and Commanding Presence do not affect this creature at all. Damage over time effects are halved (rounded up). In addition, anything affecting the creature's stats over time only work up to three turns. (If they go beyond that normally, it will be only three turns. If they would normally be less than that, then they remained unchanged.) Instinct (trait)
You’ve got good instincts, and you’re a natural survivor. You feel at home in the wild. You gain ‘Survival’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Survival group at the start of character creation. Skills in the Survival skill group are half cost per rank for you, rounded up. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Nip (move)
The creature gives its opponent a sharp nip. +1 Physical Damage [Str] Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] Stone Skin (ability)
If creature is damaged by a physical attack, creature receives 1 less damage. Turtle's Blessing (trait)
You’re hardier and take less damage than normal. You get a permanent +1 bonus to resistance. | Attribute
Claw (move)
Lashes out at the foes with extended claws, raking the foe's flesh. +2 Physical Damage [Str] Climb (move)
Uses legs or claws to cling to surfaces, scaling up (or down) them. Only non-slick surfaces, such as rock or tree trunk can be climbed. Slick surfaces, such as glass, cannot. - No effect in battle. The user may climb steep surfaces, such as cliffs. Deadly Accuracy (trait)
Long range weapons feel natural to you. It’s like you never miss! You gain ‘Marksmanship’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Marksmanship group at the start of character creation. Skills in the Marksmanship skill group are half cost per rank for you, rounded up. Falcon's Grace (trait)
You are faster and more agile than average. You get a permanent +1 bonus to dexterity. Feather Flow (move)
Sends forth a whirling flurry of feathers, swirling around the creature to help make the creature harder to see - increasing defense. Increases the user's Defense by 3. [Tmp #2] [Lmt #1] Instinct (trait)
MYou’ve got good instincts, and you’re a natural survivor. You feel at home in the wild. You gain ‘Survival’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Survival group at the start of character creation. Skills in the Survival skill group are half cost per rank for you, rounded up. Loosen Feathers (ability)
Sheds fur or feathers when frightened or nervous - prevents all damage from "gripping attacks", such as "crunch", and all "bite" attacks. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Peck (move)
The creature uses its beak to stab at its foe. +1 Physical Damage [Str] Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] | Attribute
Bear's Strength (trait)
You are stronger and usually bigger than average. You get a permanent +1 bonus to strength. Cat's Balance (trait)
You can never be caught off balance. Climbing trees is much easier for you. You never, ever trip over your own feet, that's for sure. Cave-Crawler (ability)
Creature has earth resistance, light sensitivity, and nightvision. Climb (move)
Uses legs or claws to cling to surfaces, scaling up (or down) them. Only non-slick surfaces, such as rock or tree trunk can be climbed. Slick surfaces, such as glass, cannot. - No effect in battle. The user may climb steep surfaces, such as cliffs. Endurance (ability)
Can run or walk a long time without tiring - allows "run" and "dash" to be used more than once. Gash (move)
Using claws, scythe-like pincers, spurs, or other similar appendages, the creature swipes at its foe in order to cause heavy damage. +4 Physical Damage [Str] Instinct (trait)
You’ve got good instincts, and you’re a natural survivor. You feel at home in the wild. You gain ‘Survival’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Survival group at the start of character creation. Skills in the Survival skill group are half cost per rank for you, rounded up. Mechanical Mind (ability)
All secondary effects of attacks, that would effect the mind or soul - such as "dizzy mind" or "soul steal" - do not effect this creature... Basically, this creature is immune to all attacks and effects that require a 'mind' or 'soul'. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Pinch (move)
The creature uses its pincers (or fingers) to pinch its foe. +2 Physical Damage [Str] Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] | Attribute
(not available) | | | | | Attribute
Cave-Crawler (ability)
Creature has earth resistance, light sensitivity, and nightvision. Desert-Dwelling (ability)
Has resistance to all heat, or dry related attacks - but not all fire attacks. For example, arid bite does less damage - but fire-breath deals normal damage. Also, creature becomes thirsty much less often. Good with Computers (trait)
You are naturally good with computers. All ‘computer’ related skills cost one less skill point per rank for you. (Skills have a minimum cost of 1 point even with this bonus.) Mechanical Genius (trait)
Machines, gears, wires, robots, it all makes so much sense to you! You gain ‘Tinkering’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Tinkering group at the start of character creation. Skills in the Tinkering skill group are half cost per rank for you, rounded up. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Nip (move)
The creature gives its opponent a sharp nip. +1 Physical Damage [Str] Rat's Blessing (trait)
Squeezing into tight spaces is super easy for you because of how flexible you are. It’s tough to pin you down. Really Short (trait)
You’re much shorter (and/or thinner) than an average person. You get a permanent +1 bonus to dexterity and a -2 penalty to strength. *Cannot be taken with ‘really big’. Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] | Attribute
Blessed (trait)
You’re blessed with natural talent and understanding in the ways of magic. You gain ‘Magic’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Magic group at the start of character creation. Skills in the Magic skill group are half cost per rank for you, rounded up. Cat's Balance (trait)
You can never be caught off balance. Climbing trees is much easier for you. You never, ever trip over your own feet, that's for sure. Forest Dweller (ability)
When in a forest setting, the creature can easily blend in and survive, getting +1 to all of it's stats. Jungle Dweller (ability)
When in a jungle-like setting, the creature can easily blend in and survive, getting +2 to all of it's stats. Magical Aptitude (trait)
For some reason, you're blessed with magic. You get a permanent +1 bonus to mentality. Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Nip (move)
The creature gives its opponent a sharp nip. +1 Physical Damage [Str] Rat's Blessing (trait)
Squeezing into tight spaces is super easy for you because of how flexible you are. It’s tough to pin you down. Really Short (trait)
You’re much shorter (and/or thinner) than an average person. You get a permanent +1 bonus to dexterity and a -2 penalty to strength. *Cannot be taken with ‘really big’. Scratch (move)
Claws, scythe-like pincers, spurs, or similar appendages are lightly raked across the foe. +1 Physical Damage [Str] | Attribute
Animal Empathy (trait)
You’re really good with animals, and they’re drawn to you! You gain ‘Husbandry’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Husbandry group at the start of character creation. Skills in the Husbandry skill group are half cost per rank for you, rounded up. Bear's Strength (trait)
You are stronger and usually bigger than average. You get a permanent +1 bonus to strength. Blessed (trait)
You’re blessed with natural talent and understanding in the ways of magic. You gain ‘Magic’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Magic group at the start of character creation. Skills in the Magic skill group are half cost per rank for you, rounded up. Endurance (ability)
Can run or walk a long time without tiring - allows "run" and "dash" to be used more than once. Gash (move)
Using claws, scythe-like pincers, spurs, or other similar appendages, the creature swipes at its foe in order to cause heavy damage. +4 Physical Damage [Str] Horn Strike (move)
Uses its horn(s) to attack the foe. +4 Physical Damage [Str] Really Big (trait)
You’re much taller (and/or bulkier) than an average person. You get a permanent +1 bonus to strength and a -2 penalty to dexterity. *Cannot be taken with ‘really short’. Roar (move)
Releases a mighty roar that frightens and demoralizes the foe. - Causes the opponent to skip it's next turn in battle. Stallion's Stamina (trait)
You’re especially tough and have great endurance. You get a permanent +1 bonus to stamina. Tundra-Dwelling (ability)
1/4 cold resistance, also - creature becomes hungry much less often. | Attribute
Green Thumb (trait)
Plants flourish under your care, and plant creatures just love you. You gain ‘Botany’ as a bonus skill group and gain a bonus of 4 skill points to spend in the Botany group at the start of character creation. Skills in the Botany skill group are half cost per rank for you, rounded up. All Sprites get the trait 'Green Thumb' as a bonus, in addition to their other Trait/Attribute choices.
Rapid Bloom (move)
The creature summons forth a flurry of beautiful flowers to sprout from the earth, or itself... These flowers have a sweet scent, and carry healing properties. All creatures within' the area (including the foe) gains +1 Stamina every turn until their Stamina is "full". May only be used once per day. Deceptive Lure (move)
The creature acts "cute", or "attractive", or so delectably "edible and helpless" - bringing the foe foolishly close enough for that (hopefully) fatal first strike. Can only be used on the first turn of battle, if you go first - cannot be used if you get the second move. Causes the opponent to idiotically draw closer to you, allowing you to make a powerful first strike. This allows you to have a free attack - that free attack does 200% damage if the move has [Str] or [Mnt], but only 150% if the move has [Flt]. Does not affect psychic type creatures, or creatures with the "Danger Sense" ability. Nip (move)
The creature gives its opponent a sharp nip. +1 Physical Damage [Str] Nightvision (ability)
Creature cannot be affected by extra effects of any shadow attack... It does however, take regular shadow damage. Forest Dweller (ability)
When in a forest setting, the creature can easily blend in and survive, getting +1 to all of it's stats. Gleam (ability)
Must choose one at the beginning of battle, only use once per battle... The user reflects a bright light off of it's skin/feathers/fur and increases the user's resistance by +1 or strength by +1 depending on user's choice. Cold Resistance (ability)
Creature takes only half the damage of the particular damage type - i.e. fire resistance takes half damage from fire. Really Short (trait)
You’re much shorter (and/or thinner) than an average person. You get a permanent +1 bonus to dexterity and a -2 penalty to strength. *Cannot be taken with ‘really big’. Cat's Balance (trait)
You can never be caught off balance. Climbing trees is much easier for you. You never, ever trip over your own feet, that's for sure. | | | | | Attribute
None! Pets as Characters don't use attributes.
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None! The Draconic race doesn't use attributes.
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Stat Changes for Regular CharactersStat Changes for Sprite CharactersSkillsSkills are the finest working point of your character. They determine what you can and cannot do.. After all, if you never learned how to set a camp fire, then you can't set it! When you first create your character - you choose two skill "groups" - these groups let you know which skills your character is focused on. These groups cannot be changed later on, so choose wisely! These Skill Groups are the following: | | | | | Academics are very clever by nature. They have acquired a lot of knowledge in their life, which certainly helps them in their day to day affairs. Math, history, language, science, you name it, and the academics know of it! | Artisans are skilled in various forms of art. Poetry, painting, singing, acting, anything artsy and beautiful. Artisans can also pick up more "useful" arts, such as blacksmithing. Many creatures in the world however, are rather fond of some form of arts, and it is surely an easy way to charm one if you know how. | Botanists are great with plants! They know how to identify them, care for them, and in some cases even create great things with them. Especially helpful in the gardens, and while caring for plantlike creatures. | The Charisma skill group applies to merchants and leaders. Peacemakers, and folk who cause discord. People who wish to have the ability to influence others should choose this skill group. | Combat, this is the skill group for using your hands and feet to fight and dodge all the way to using melee range weapons and some capable of being used from a distance. This is the place for people who'd want to become skilled in battle by using their own body with the various expertises available. | | | | | | Husbandry is the skill group that revolves around animals. This does not include plant, aquatic, or robotic creatures. This group is for animal experts, and learning to train and ride your pets. | Magic is truly rare in this lost world, but if you do manage to somehow find it, you'll need some skills to hone your new power... | Marksmanship, the skill of being capable of using bows, crossbows, guns and even javelins! There is little in the way for people to use their body to fight and do damage on their own, but, when it comes to ranged weapons and how to use it? There isn't a lot of skills a person could use to be able to dodge or block a incoming bullet, so this makes it very useful for those people liking to fight from a distance. | Not only do people with the Seamanship skill group have a great knowledge of the water, the sea, and how to work a ship, but they also have a wonderful understanding of aquatic creatures! | Survival and adventuring is a tough business! Picking up some skills from this group will ensure that you can survive out there in the wild. | | Row 5 column 2 | Row 5 column 3 | Row 5 column 4 | Row 5 column 5 | Tinkering is a wonderful skill for dealing with computers, building electronics, engineering things - and working with robotic pets. The best tinkers have a broader skill range, which sometimes includes tinkering on non-metal things. | Row 6 column 2 | Row 6 column 3 | Row 6 column 4 | Row 6 column 5 |
For more info on the following Skill Groups, links are imbedded into it here:Combat, Marksmanship and Magic(This is really only what combat expertises one can expect to find and wish to spend on, or to have in the case of Magic a quick link to easily go to all the different threads that are talking about Magic. If you do not know how Combat works I suggest checking out Player Combat System or in the case of Magic checking out Magic and Nodes first.) Now that you have chosen your two skill groups, you may start selecting different skills. Each skill has a different cost - much like the attributes. If you want to get a more "expensive" skill, then we suggest you save up your skill points... Luckily, you can always gain more skill points later, so you don't have to worry too much about it. You start out with 4 skill points to spend - so choose wisely. Special Note: Any skill that is not in your skill "group" that you have chosen, costs the regular price +2! Final Note: Wait.. how do you get more skill points? Well - the answer is fairly simple. Every time your character gains a level - their stats remain exactly the same.. however, instead of gaining stats, your character gains an extra skill point to spend however they wish! Nifty, huh? The following Area's take these set amount of posts for a Character to level; Plot Area: 5 posts for each Level Basic Area's: 10 posts for each Level (This includes anywhere in The City) Advanced Area's: 20 posts for each Level (On their own or with one Pet the word count is 150 words minimum)
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Post by Twilight-Claw on Nov 2, 2019 17:27:49 GMT -6
This piece of info came from v3 about how the Human's and Tumai where done in concept and doesn't really relate to the v2 we have, as racism or perhaps it could be called prejudice (against the other character Races, but might not be a thing that was going to be done amongst the players themselves I think) was rather prominent in the description of the Human's. ******* (Image made by Eluuri) Biology:HumanHumans walk on two legs, and have two arms with five-fingered hands. They are bare of any hair or fur, except for in a few places, such as the top of their heads - which they usually cut or manipulate to better suit their vain desires. Honestly, if you need more description on what a human physically looks like, you might not be in the right place. Most humans on Pethia are decently fair-skinned. Primarily, if they're darker of color then they've worked outdoors most of their life, and that sort of work is usually 'reserved' for the ersatz. There are darker variety of Humans, such as the noble Tumai people who trade with the Ssashirk in the desert far to the west, but those are rarely seen so far east as the labs. Because of their unique culture, if you wish to play a Tumai Human, it is considered an advanced character, and requires approval. Tumai Humans walk on two legs, and have two arms with five-fingered hands. They are bare of any hair or fur, except for in a few places, such as the top of their heads - which they usually cut or manipulate to better suit their vain desires. Honestly, if you need more description on what a human physically looks like, you might not be in the right place. Unlike most of the rest of the humans on Pethia, the Tumai people have richly colored skin tones. They live in the desert far to the west, and the sun bothers them little. Common Culture:HumanHumans are masters of controlling and altering the world to better suit their needs. They tend to be prejudiced, and remove anything that they think might be a threat. They are not often open-minded as a whole, and will happily change what they don't know to match what they think they do. A human, after all, runs the labs. Humans also make some of the best magic-users. They are not only good at manipulating the world around them, but they are also skilled at manipulating themselves. There is no skill that a human cannot learn. Humans are usually prejudice. They don't like anything not human, and things that look even LESS human are less desirable. Though they understand the importance of trade, they are in fact (according to most other races) the masters of destruction and slavery. They either force other races to bend to their will, or slay them. Rarely (in sanctuaries like the labs) humans are more diplomatic, for laws may dictate them to be so. The only race the Humans truly get along with are the Ersatz, or "humanish". They usually see this is a "filthy" and "twisted" version of a man, and consider them much lower than themselves. However, that doesn't stop them from happily allowing the Ersatz to take up and run all the farming and hunting regions around their beautiful cities... After all, somebody has to get their hands dirty, might as well be those Ersatz. The human culture is a vastly male-dominated race. Though that being said, a strong woman will still have power, though likely face adversity in obtaining and holding it. Tumai The Tumai live in the desert, far to the west. Their great city (Tumai, after which the people were named due to a miss-translation of thinking "what are you called" is really "where are you called"). They work side-by-side often with the Ssashirk people, and honor them for their skill in combat. The greatest general of the Tumai people is in fact a Ssa. The Tumai people believe in the power of blood, gold, water, and slavery (as a merciful solution to death). They enjoy the arena, and though they enjoy watching blood spill on the sands, tend to avoid war. They are the most diplomatic of all the races of Pethia, and will go through great lengths to be the ones "sitting on the fence". Unlike their pale bretheren, they hold no prejudices against some of the more beastial races - though any man or woman can prove themselves a "true man" by fighting their way to the top in the arena to the death of their competition. Most of the fans will watch with delight as they feast on succulent fruits they purchased at the nearby colorful market-stalls, and cheer on the sport. Although, since the introduction of the Sarane, the dragon-fights and breakings have become the second-most popular sport, and has changed the face of war across the desert for all time. In the tumai culture, women are not permitted to participate in war - and so any war-minded ladies take up residence with their neighboring Ssashirk instead. Religion:Human Most humans follow the goddesses of Order and Light. They usually do so fanatically, and curse upon those who do not feel the same. Though they are usually followers of order and light, most other races believe that they are clearly the children of chaos. Tumai Most tumai follow the goddesses of Order and Light. Unlike their eastern bretheren, they are not fanatical about their beliefs - at least not to the point where they would punish others for their own. Language:HumanHumans speak common. It is called common because it is the most common language throughout the world, spoken by the most common race: human. Most races will learn to speak common because it is handy for trading. There are other languages that humans can speak, if they are from a region other than Pethia, or one of the Tumai people... But those are rare. TumaiThere is a language barrier with most Tumai. Tumai speak "tumai", and more often than not will also speak Saakash, the language of the Ssashirk, with whom they trade most frequently. It is rare for a Tumai man or woman to speak common. Common Names:HumanBob, George, Sally, Sue, Fred, Tom, Sam, John, Ryuichi, Beethoven, Shenika, Beowulf... Humans also carry a "last name", or a name of their father. TumaiNdum, Msungo, Majunga, Djuwe. Thoughts on other races:Human Ersatz - Humans know just about everything there is to know about Ersatz, as their two societies are intertwined. However, their view of them is very prejudiced - they generally feel that Ersatz should "know their place". Ssashirk (and Tumai) - Though Tumai and Ssashirk are very different species (as tumai are humans!) the general of human society views them both (culturally) the same. They are the "desert people" - respected as traders, feared as warriors. The respect that they show for the Ssashirk is mostly out of fear... for to war with the Ssashirk is to war with all Ssashirk nations, and the Tumai will swiftly follow to help defend their allies - and the Tumai nation is grand. To war with either of these, is to war with the whole desert. Beast-Walkers - Humans dislike Beast-Walkers the most. Outside of the cities (such as the labs) where assaulting something that talks is a crime punishable by death... humans often attack or kill Beast-Walkers on sight. They rarely think of them as anything more than a rabid wolf needing to be put down. Kapper - Few Kappers gain a human's respect. For the most part, Kapper are (rightfully so) seen as pests - obnoxious little goblins, causing havoc. On rare occasions, a solitary Kapper may earn him or herself a place amongst humans, but that place is usually below Ersatz somewhere. Humans know that Kapper have "high technology" - as the Kapper are the primary inventors of the steam-engines and zeppelins... but Humans have NO idea the grand scope of a Kapper's technology. For starters, Kappers only share the "junk" - and for seconds, a human can't even fit in a Kapper's warrens (and would probably be devoured by a horde of hungry kits if they did). Panite - Humans usually don't accept Panite in their societies, but they are relatively respectful to them. They are a peaceful people that pose little to no threat, and humans know it. Unfortunately, their peaceful nature often leads humans to abusing them, or taking advantage of them in trade. Avian - Many humans think Avians are a myth. They are rarely seen, and when they are rarely seen, there's usually not enough witnesses to solidify this as fact. Those few avian that are seen are rumored to be "holy beings of the sky, wings like a dove, face like a hawk"... and that's about all the knowledge they have. XenoKwal - If Avian are considered to be myth, Xenokwal are considered to be lies. While Avian are bold, Xenokwal are shy - which adds to the lack of knowledge about them. Rumors tell of "dark bug-men from deep in the earth". And many-a mother might tell their children of the Kwal who would come to take them deep into their lairs to devour them should they not eat their vegetables... If one were to meet a Xeno-Kwal, fear alone would likely cause humans to (a) part for their passing and (b) stare in wonderment (but not attack - never know what that THING could do!). Siren - All humans know of the Sirens under the sea and their great kingdom - for it is the stuff of fairytale and legend. They know this place to be fact, but have never seen it. "Sirens taught magic to man" and "Sirens help the shipwrecked return to land" as well as "Sirens will cause a sane man to jump to his death, to devour his flesh". Sirens are treated as the highest of diplomats, but at the same time, every man (is right to) fear the Siren. Uthax - If a human were to meet an Uthax in the North (their native land) they treat them just as they would treat a Panite... but be more cautious not to offend them (they are large, after all). However, when an Uthax is met toward the south, when they loose all their fur, the Uthax are not known even to BE Uthax. "Ogre" they are called. "Monster" is another. This is when they are treated in the same manner as the Beast-Walkers. TumaiNone yet.. A story about the life of..She adjusted the goggles over her head, and made sure that the buttons on her vest were tightly secured. Shifting her legs over the leather seat, she let herself slide foreward as the machine growled it's pleasure at being allowed to run foreward. She turned the handle left and right, moving along slowly (or at least in her opinion), sure to not strike any people walking along the cobblestone street as she rode her motorbike toward her favorite store. She passed by couples wandering on foot, soldiers standing guard at street corners, and a few of the more wealthy riding their own mounts through the street. Overhead, a member of the aerial cavalry rested mounted upon his Sarane while it perched upon a ledge of the clocktower - gazing watchfully over the city with it's dragon eyes. She even passed the steam-run trolly along her way. Once she reached her destination, she parked by the wooden beams at the store's front windows. This is where normally folks would tie their steeds to the post, or in her case, tie her motorbike. As she tethered it to help prevent theft, she noticed the onlookers stare in awe as she worked. Indeed, her "steed" was a rarity - an "import" of sorts from the Kapper master-tinkers. It's brass and copper parts shining in the sunlight, as opposed to the dappled fur of the mule on her left, or the marbled hide of the chiryma on her right. True, hers was a rarity (though not unheard of), but it was more due to expense... not the initial expense - but the upkeep was a pain. Once her exotic contraption was properly secured, she wandered her way into the store, peering briefly in through the glass-paned windows before entering the wooden door. The bell attatched to the doorframe chimed merrily as she entered, and the store (like most) had it's wooden floors creak beneth her boots. What was different about this store from most, is it wasn't run by a Human or even Ersatz. It was run by a Kapper. Those little creatures were usually associated with mischief, but this one had earned a bit of respect in the city - but respect wasn't quite enough to prevent his business being hurt by his peoples' reputation. He stood on top of the countertop, as if he stood on the floor, he wouldn't even be able to see over it to view his customers. His muzzle curled into a toothy smile, and his yellow eyes seemed almost to light up, "Ah, if it's not one of my favorite customers! What can I do for you today? More oil? A new gasket, perhaps?" She smiled back to him. How sad, that most others of her kind looked upon him so poorly. "I need more feood for it, honestly, I'm running low. Oh, and to sign up for another class as well, if you've the time." He chuckled to himself, "Fuel, my dear, not food... or feood for that matter - but yes, I've plenty in stock. As for the class, I'm a bit booked this week, have a set of pocket-watches I'm to make - the nobles are having something of a party, and wanted to give out some rather expensive favors for it." "Very well, just the fuel then, and I'll try back next week for the class." After paying for her tin cans of noxious liquid to feed her metallic steed, she placed them in her backpack, and headed out to mount up again. After she fed it, she made her way toward the town's barracks - she had a friend she was due to visit. ----- Jax paced the room, his leather boots making soft noises on the stone. Gods, where was she? In the corner of the room, his hound lifted it's head, and grumbled it's protest to his constant pacing. Didn't she have one of those contraptions that everyone as so fond of? With all the gears and nonsense? It was certainly time for her to arrive - HE could tell that, just look at the sun! He glanced his head out the window, the breeze causing the elaborate embroidered curtains to flutter about - and sure enough, the sun almost directly above the keep. Yes, about noon, why did she take so long? The hound finally sighed and laid it's head back down, satisfied in knowing that it's master had little intent to stop his fretting. Honestly, she showed up at least once per month, and he always did this. Then he heard it - the familiar sound of her contraption roaring in the distance. He could tell it's own sound to be different from all the other forms of motors that competed with the horses on the streets below. He could just imagine the women in their dresses and breeches, whispering to themselves about the terrible amount of smoke the monstrocity made - and then he could hear the horses of his keep's stables whinny and cry out their protest at having such a thing 'park' itself in a nearby stall with them. Once it's engine finally cut out, he turned and faced the door. He shuffled on his feet, and shifted his belt. He adjusted his vest, making sure the buttons lay in a perfect row down his middle, and the cuffs on his sleeve were indeed snapped together. He adjusted his collar, and smelled his breath in the cup of his hand, and quickly patted down his hair. Any moment now, she'd be walking through that door. The dog sighed again. ----- As she parked at the keep, she had one of the keep's servants offer to watch her motorbike, an Erstaz, like most. She just simply wished it to be kept in a stall, and as long as it wasn't molested, it would be just fine to care for itself - it required no grooming (she'd polish it later when she got home). As she walked up to the door, she was greeted by another Ersatz servant, who quickly took off his cap and bowed at her as he opened the door for her, "M'lady." He hastily murmered, and she chipperly responded, "Good afternoon!" This seemed to catch him offguard, but then he smiled at her. After entering, another servant offered to take her long-coat, which she accepted - and at that point she noticed several of the soldiers stationed there, relaxing in the lounge had halted their previous action of cards and brew to stare at her while she handed her coat to the servant. This unsettled her a little, but she just held her head higher, and strode with an air of confidence - she was here for one man, and their stares wouldn't effect her. At least it wouldn't until she began up the stone staircase, and she could hear and feel them leaning back in their chairs to watch her as she departed. Once she reached the top, she could hear a few of them whispering to one another and chuckling - one of them gave a low whistle. Bastard soldiers. On her way down the hallway, she passed by Bernard, a soldier she recognized - one of Jax's friends, the one who (if she recalled correctly) had a reputation of having one of the keep's servants depart his room in the wee hours of the morning. Because of the relentless jests of the other boys in the keep, he usually kept to himself and out of the lounge - but at least Jax was on good terms with him. She smiled and nodded to him, and he gave her a friendly nod in return - one of the few men in the keep who didn't stare at her below her neck. She took one more right turn in the hallway, and finally reached the heavy oaken door that had the number 37 carved into it. It (being on the top floor) was one of the better rooms, a private room only given to those higher in rank - and often she wondered if he had earned the rank, or if it was given to him because of his father. It didn't much matter to her however, he'd always been her friend, and always will be. ------ She didn't even bother knocking. He'd almost expected her to knock, but after all these years, he wondered why. Instead, she just simply opened the door and barged her way in with a wide grin, the goggles on her forehead having left smudges around her eyes where they used to be, "Oh" she said as she quickly glanced around the room, "I almost expected you to be busy bedding with some wild woman in here! How surprising for you to be all trussed up for me!" He blushed quickly, and looked down to himself, shuffling briefly. "Trussed up? Hardly, this is just... just.." he couldn't seem to find the words - why was this so difficult? "Just the finest of your clothes? I know, I've seen them all - and helped you fold them, you goose!" she put her hands on her hips defiantly, and shook her head at him with a wicked grin on her face, "And you are JUST like your father, you can't seem to tie anything properly, com'mere!" and with that, she stalked over to him, reached up, and began adjusting his collar silk - the mark of a true noble's son. While she worked so close to him, he watched her face while she was distracted. Wonderful blue eyes. d**n. Why had it taken him so long to realize her beauty? Why had he not listened to what the other men said? Even with the dirt on her face she was a thing to behold. How could he have been so blind? He cleared his throat, and placed his hands upon her waist. She raised and eyebrow at him, "What?" she asked skeptically. He dared to steal a kiss. She didn't resist. Inwardly, he danced in victory, but outwardly, he just pressed himself further into her. After she accepted, she finally broke off the kiss with a laugh, and shoved away his chest with the palms of her hands, "What's gotten into you?" The hound lifted it's head to watch. What was this? Jax smiled, "I... My duty is almost complete. Within' the next month I'll be able to head out of the keep. With the money I've earned, and with that which my father's given me out of his own blessing, I thought I'd buy myself the little two-story store on the street with that creature's contraption shop." She stared at him now, her face sober. "I thought you were staying in? And... why there? I thought you hated that place?" This was true. He had planned on staying in the keep for a while, moving up to general eventually. And it was also true that he hated the contraptions. He much preferred the honestly and reality of a true beast, not the coughing smell or terrible noise that the bikes, motorbikes, trollies, and other such metal things caused... and more to that, to live so close to that.. that creature she had the audacity to call a friend.. But for her..? "I just... I just thought that... That... well, you mentioned you wanted to one day own a resteraunt, what was it, exotic foods from exotic places? And... and you'd probably like to live close to that creature's junk shop... and..." She held up her hand to stop his words in his tracks, "It doesn’t befit you to stutter, Jax." She said firmly, then gazed at him sternly with her wonderfully ocean-colored eyes, "And he's NOT a creature, and it's NOT junk." He looked to the floor. Why did she have to be so stubborn? Loving those monsters like that. Why couldn't she be like any normal man or woman and just accept things for the way they were? Had she no sense? But he knew her well enough to know that arguing wouldn't have any effect, and considering what he was trying to accomplish at the moment (and things weren't going his way so far), he 'corrected' himself, and lied with a smile, "Of course, I'm sorry... what was his name? Kapper, the Kapper?" He barely held back the laugh he was suppressing at the stupid creature's name. "Yes. His name is Kapper." She softened a little. This was good. "Well," he continued with more confidence this time, reaching up to brush some of her auburn hair from her face, "I'm thinking about buying the store there because.. the top half could be a home, and... Gods, Laura." He spoke no more. Instead, he let his hand fall to her neck, and brought himself in for another kiss. Deep, passionate, and wonderful. She seemed to melt into his embrace. ----- Two months later, the fellow men of the keep snickered and barked their laughter at him as he packed his things. Even being a noble's son couldn't prevent him from such severe jests. The keep's servants just bowed their heads humbly as he left, and (of course) carried all of his belongings to the carriage. His hound came with him, striding faithfully at his side, and the horses and Sarane watched with curiosity as he climbed into the back of the carriage. The women of the town gathered around in small groups, whispering and gossiping to one another. Honestly, it figures that such a charming noble-man, a fine soldier of the keep, rider of that handsome emerald drake Sarane would choose to partner with that wild beast-lover of a girl, such a filthy and wild little thing - always covered in dirt, with that noisy motor-bike of hers! Such a loss, why couldn't a handsome man like him choose a proper woman like themselves! No matter, didn't that butcher down main street give you such a wonderful smile the other day? Kapper seemed rather pleased all around - he finally had a human customer within' a closer distance to his shop! And with such a short distance between them, perhaps he could even turn her into an apprentice of sorts! Laura was just as pleased at this prospect, and had all of her acquaintances (who were more than happy to help) provide her with recipies from their homelands. No doubt it would be hard to convince most others with money in the city come and eat at her resteraunt, but her being one of them would help - even if she was serving exotic non-human dishes. Jax attempted his best to be friendly to the neighbors, most of which were not his kind - filthy creatures, the lot of him... but she seemed happy here, and that was good enough for him. On occasion, he'd still head out with his mount, Verda, the Drake - always had some monsters to get rid of - somebody had to keep law and order in the lands, and though she couldn't understand the source of the problem, he knew that those savages outside the city had no love of law. But while he was home, he was sure to be kind to his neighbors, kiss his wife, and invite his friends to the resteraunt. Life was good. Maybe someday that silly goblin next-door would be arrested for some crime or another, gods know he's sure to have committed one - and then he could get a REAL man to move in next door. ((human story... I know Jax is an not a very nice person... but I like him all the same)) ********* (Spirit used this to describe the Race as a playable starter character) Tumai - Exotic dark-skinned humans, native to the continent of Pethia - who's vast and ancient cities line the deserts of the land. Allies to only the Ssashirk. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. HumanSpecies DescriptionYour standard Human.. Humans are... almost like cockroaches in the aspect that they can adapt to any situation with relative ease, and are keen survivors. They are the ones that shape the world most frequently - and are usually the ones to access the technology. The Humans live in almost every type of environment across the world - and easily inhabit any that they have yet to conquest. * Just your everyday human - if you're unfamiliar with this species - please leave
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Post by Twilight-Claw on Nov 2, 2019 17:28:00 GMT -6
With this one of v3, the Humanish Race was renamed into the Ersatz, and this is what would have become of them. ******* (Image made by Eluuri) Biology:Ersatz, or "Humanish" are the "filthy" and "twisted" versions of humans. Each Ersatz is fairly unique, but they usually group themselves together for aesthetics' sake. Imagine a human. Now add 1-3 minor features that are not human... Most common features are pointy ears, shorter stature, odd-colored eyes, tiny fangs, claws, a tail, tufts of fur around their elbows... It's not enough to make them a beast-walker by any means - and most of the time these features can be hidden by a well-placed hat... But it's enough to make them stand apart from their Human cousins. Though each Ersatz is unique, they have self-segregated themselves. Some of them even call their own groups "names". There are the "elves" (those with pointy ears). The "dwarves" (those short in stature), and the "wilders" (those with animal-features). But for the most part, every single Ersatz is a mutt, no matter what they may convince themselves. Common Culture:Ersatz have long been "put in their place" by their Human cousins. Humans look down upon them, and don't allow them within' their cities unless it's in a servitude job, such as a maid, butler, or street-cleaner. Their place in the world is in the dirt. They are splendid farmers, masters of husbandry, and wonderful hunters. They perform their "lowly" jobs, and make trade with the humans in their cities. Essentially, they are a much needed part of the human culture! While humans are the 'lords', Ersatz act as their 'surfs' - but without them, the humans' chance of survival would be greatly lessened. This repression does not cause the Ersatz to be demoralized however, it's the only lot they know - and why would they want a stuffy and crowded city anyway, when they have the whole blooming world at their fingertips? Perhaps because of the prejudice placed upon them, they are by far the least prejudiced race you may meet. They usually get long with everyone, and save for those few pockets of Ersatz that have been isolated away from human rule, are very amiable. Ersatz gender-difference for culture is based on the parent (usually the father). Sons are allowed to marry whom they can, but daughters are protected. While humans may wish their daughters to marry based on "what can they give us", Erstaz ensure that their daughters marry based on "will you take good care of her". But all Ersatz, (even the women) are no stranger to hard work and hard play. Religion:Ersatz do not follow a single deity as a whole. Instead, each follows a different god or goddess depending on their family's background. One of the most common to be followed however, is Harvest. Language:Ersatz speak common. It is called common because it is the most common language throughout the world, spoken by the most common race: human. Most races will learn to speak common because it is handy for trading. Ersatz usually speak this because... well, because they're more closely related to their human cousins than either race would like to admit! Common Names:Ryuichi, Beethoven, Shenika, Hansel, Beowulf... Ersatz also carry a "last name", or name of their father. Thoughts on other races:Humans - Erastz know just about everything there is to know about Humans, as their two societies are intertwined. However, their view of them is very askew - they know humans to be harsh and prejudiced, but also feel that they are more humble than the humans - and generally speaking are happy to "serve their place" beneath them. Humans are blind to humility to a fault. Ssashirk (and Tumai) - Though Tumai and Ssashirk are very different species (as tumai are humans!) the general of human society views them both (culturally) the same. They are the "desert people" - respected as traders, feared as warriors. The respect that they show for the Ssashirk is mostly out of fear... for to war with the Ssashirk is to war with all Ssashirk nations, and the Tumai will swiftly follow to help defend their allies - and the Tumai nation is grand. To war with either of these, is to war with the whole desert. Beast-Walkers - Erstaz fear the Beastwalkers, but not to the extent that the Humans do. Mostly, they feel sorrow or pity for the Beast-Walkers, but would still avoid them out of fear. Kapper - For the most part, Kapper are (rightfully so) seen as pests - obnoxious little goblins, causing havoc. While humans see these "pests" as being worthy of slaying, the Ersatz mostly look upon them as "naughty cats". On rare occasions, a solitary Kapper may earn him or herself a place amongst ersatz. Erstaz know that Kapper have "high technology" - as the Kapper are the primary inventors of the steam-engines and zeppelins... but Ersatz have NO idea the grand scope of a Kapper's technology. For starters, Kappers only share the "junk" - and for seconds, an Ersatz can't even fit in a Kapper's warrens (and would probably be devoured by a horde of hungry kits if they did). Panite - Erstaz like and respect the Panite, and enjoy trading with them. Avian - Many Ersatz think Avians are a myth. They are rarely seen, and when they are rarely seen, there's usually not enough witnesses to solidify this as fact. Those few avian that are seen are rumored to be "holy beings of the sky, wings like a dove, face like a hawk"... and that's about all the knowledge they have. XenoKwal - If Avian are considered to be myth, Xenokwal are considered to be lies. While Avian are bold, Xenokwal are shy - which adds to the lack of knowledge about them. Rumors tell of "dark bug-men from deep in the earth". And many-a mother might tell their children of the Kwal who would come to take them deep into their lairs to devour them should they not eat their vegetables... If one were to meet a Xeno-Kwal, fear alone would likely cause humans to (a) part for their passing and (b) stare in wonderment (but not attack - never know what that THING could do!). Siren - All Ersatz know of the Sirens under the sea and their great kingdom - for it is the stuff of fairytale and legend. They know this place to be fact, but have never seen it. "Sirens taught magic to man" and "Sirens help the shipwrecked return to land" as well as "Sirens will cause a sane man to jump to his death, to devour his flesh". Sirens are treated as the highest of diplomats, but at the same time, every man (is right to) fear the Siren. Uthax - If an Ersatz were to meet an Uthax in the North (their native land) they treat them just as they would treat a Panite... but be more cautious not to offend them (they are large, after all). However, when an Uthax is met toward the south, when they loose all their fur, the Uthax are not known even to BE Uthax. While Humans would want to kill them on sight, the Ersatz just give them a wide and cautious berth. A story in the life of..He let his fingers pass over the charcoal drawing, and silently cursed himself immediately after for having caused a smudge across her face. He blurred her cheek, how could he have been so careless? No matter, he had it memorized, he'd fix it later. Tana. She was beautiful, but her father would never approve... not while he worked for Lord Herldic. Well, he wasn't quite a lord really, but Tana's father didn't approve of... what did he say? "Those boot-licking dogs in the city."..? Yes, he did believe that was the term he heard. As if he'd ever licked boots. As if he'd ever stoop so low! And he wasn't a dog! "Tamil!" He heard the voice shout from down the hallway, and quickly came striding toward his lord's call, "coming" he announced himself, so his lord wouldn't become cross, wondering if he'd even heard him or not. He entered his lord's chamber, finding him sitting at his desk, scribing some sort of document with his fountain pen. Ah, that's the source of the distress. He walked over to his lord, and smiled softly at him, lifting his hands to open the chamber of the lantern to add more oil, "Not quite light enough, eh, my lord?" His lord made no move to acknowledge him, but instead muttered to his servant as he continued to write in the dim light from the window at a dying dusk, " 'Eh' is not a word, Tamil." "Er, yes, my Lord.. ah, um.." " 'is it'. It's not quite light enough, is it, my lord. Not 'eh, er, ah, or um'." Tamil was quite for a moment, afraid that he'd use another two-letter word if he opened his mouth again in the next few seconds. Finally, when he'd returned from the storage cabinent with the flask of oil, he began to fill the lantern, "My apologies, my lord." And as he put the lantern back together, he allowed his eyes to graze over his master's writing - which caused his master to look up at him from over the rim of his spectacles. "My apologies, my lord-" he choked out, catching himself when he realized his rudeness, and quickly turned to make his leave, sweeping his way hastily out of the room to give his master much ado privacy for his writing. His drawing fell from his pocket, and floated to the floor as he closed the door behind him. ------ Tana hit the beast square on the nose, "Enough o' that!" The creature snorted it's displeasure, snuffling snot all over her chest. "Oh, I don't care! You'll not bite again or you'll get another - now take th' harness an' stop complainin'!" The beast thought about biting her again, but ended up thinking the better of it, begrudgingly taking the harness over it's neck. She brushed her red hair out of her face, muttering her displeasure at the wind as she picked up the plow that the great and stubborn beast before her was meant to pull, "All right then, get started." It didn't budge, instead, it just shifted it's head to look over it's shoulder at her, and snorted a fog of hot air from it's nose. "Go on, git goin'!" and she gave the leather strap a little shake, warning the beast. It decided it might be a better idea to walk foreward. They barely got half the little field plowed before her father called her in to wash up for dinner. She dropped the plow, un-strapped the harness from the beast, and let him out to pasture. She ran toward the cottage, chickens screaming and running in all different directions to avoid being trampled by her feet. Once she entered the dimly lit house, she hastened over to the washbasin to remove the dirt from her hands, and sat at the table with her mother, the supper already set up on the table in their one-room cottage. Stag stew with potatoes and leeks, water, and boiled carrots. There was even some basil leaf over the whole thing - and they had fresh baked black-bread for dessert. Her father finally walked in with an armful of chopped wood for the fire, and washed his own hands before snapping up a piece of paper from the basin's table, and sitting at the dinner-table. "Here," he rumbled in his graveled voice, weathered with years of hard work, "Some paper that bootlicker had delivered." "Tamil was here?" she blinked and blushed, taking the paper from the table, unfolding it to see the crude letters scripted across it. "That his name?" It was a question, but he didn't ask. It was more of a statement that the conversation regarding the boy was to be ended. And so it was. Instead, they all ate in relative silence, until her mother began to talk about the silly antics that the neighbor's pet had been pulling earlier that day, and they all laughed at her tale. She regarded the letter with curiosity, happiness, and a bit of sadness... She had never learned to read. ------ After he had finished preparing dinner for his Lord, and rang the bell to call dinner-time, he disappeared into his master's chambers while he ate, sweeping the floor, organizing the desk, making the bed, dusting the curtains, and folding his sleeping clothes to prepare them for the evening. Once his master had finished with his food and he lumbered back up the stone staircase, he turned to make his leave of the room, to hustle downstairs to polish off the leftovers (which there was always plenty of with his master - he hadn't even need to cook himself a separate meal!), but was stopped by his master when he cleared his throat, "d**nable buttons." He turned to watch him fumble with the buttons on the cuff of his sleeves, and without a second of hesitation strode over to his master and began to help him with the undressing, humming to himself while he worked. His master chuckled at his loyalty, and finished the work once the cuffs were undone, "Thank you, Tamil." At that, Tamil considered it a dismissal, and turned to leave again, but his master spoke once more, "By the way, is this yours..?" Tamil looked over his shoulder to see his Lord take the charcoal drawing from his vest's pocket, and he turned pale, opening his mouth to squeak and whisper his next words, "Y-yes, m'lord..." His ears drooped as he spoke, and he instantly felt shamed for it - his ears were one of the main reasons that they disliked him so, and to have them change direction made them mock him at the market. At least his master was not so cruel as to jest at him. "Who is she?" "Just... Just ah-" " 'ah' is not a word." His words were firm. "Just some girl I... I see at the market sometimes." He corrected himself. "You didn't answer my question." "Her name is Tana, she sells crops from her father's farmstead." He answered hastily, afraid that his voice might betray him, but it already had. His master regarded him with a stern gaze, "I didn't give you permission for this." "I'm sorry, m'lord." His ears drooped further. Dog. Bootlicker. The words echoed in his mind. His master handed the drawing to him, and he hesitated in taking it - was it permitted? His master smiled just a little, but continued firmly, "You'll be going to the market on this Saturday as usual, will you not?" "Yes." He uttered as he took the drawing. "Will she be there?" "... yes..." he hesitated. "Good. Then she'll be here as our guest for dinner." He stated this as fact, and turned to crawl into bed. "The light, Tamil." He demanded. Tamil frowned, and turned to snuff out the candles, letting the room be coated in darkness, "Her father... disapproves." He chose his word carefully. His master grumbled, "Then I'll pay him for it." Tamil said nothing. Herldic said nothing. They never spoke of that night again, for he belonged to him. ----- It was Saturday. Tana loved Saturdays, but her father hated them. He would always grumble at having to load their goods into the cart, grumble at having to set them up, and grumble about the humans - strutting about, not a speck of dirt on their nails, never known a day of work in their life, grumble. She would always roll her eyes at his mutterings (but only when he wasn't looking) and watch with a smile at all the men and women walking about the stone (not dirt, mind you) streets of the human city. Marvel at their colorful dresses, and glittering jewelry. Marvel at how freely they could laugh. If they didn't know a day of work in their life, how was it they could afford such wonderful things? She loved the market-day. Many patrons came to purchase her father's goods, and though he was sleeping in a wooden chair behind the stall (he was just there to guard her and their goods if things went awry), she was always there to sell with a smile. Just as well, she was better at counting than he. Mutton, Venison, and Poultry. Carrots, Potatoes, Beets, Turnips, Radishes, and Parsnips. Basil, Rosemary, and Spearmint. She even had some beeswax candles to sell this time (was there any other kind?) that old lady Magna had asked them to sell on her behalf. She was too old to go herself, and her son had died last winter, so they were more than happy to do it for her. Most of the customers were new faces, and even two of them were human! And as usual, one of the customers she recognized by face and name, blushing slightly as he arrived. He always came to her for their roots, but went to the huntsman, Markus, for the meat. His master preferred his wild boar, she remembered. Perhaps this time, with Venison to sell, she might be able to persuade him otherwise. He walked stiffly this time, as opposed to his usual sweeping stride, and when he arrived at the stall, he pawed over the roots without looking at her. What was wrong? Was it something in the letter? "Good afternoon, Tamil." She smiled at him with a sweet voice, trying to hide her worry. "Eh, hello.." he spoke softly, and then lifted his basket, "I'll need six potatoes, a dozen... that's twelve.. carrots, and three of the smaller beets.. they're the sweeter kind, right?" he thought over it for a second as she added his request to the basket, "Oh, and um... some of that basil." "How about some venison?" she offered. "No thank you." His gaze glanced briefly toward the hunter's stall, then he returned to her own. "It's wild caught, fresh from the forest just this-morning, just a touch of salt.." she urged kindly. He looked up to her, gave a sad smile, and then submitted, "All-right, we'll try some venison... just one cut, no - from that piece. What kind was it, anyway?" She happily sliced a bit of the meat for him, wrapping it in paper to place in the basket, "It was a stag, we've also one of the antlers for sale if you want, but you... your master... doesn't seem the type to be interested in such prizes." Prizes, meh... He glanced nervously at her father's sleeping form, "You, you get my letter?" She blushed, "Yes." He hesitated, "No... no thoughts?" "No." she blushed more. She wouldn't ever dare to admit that she couldn't read. Even if she could, she couldn't possibly know that he was a bad hand, being merely a student in scripting himself. His master insisted that he learn, be above those beasts that swarm the countryside around the city. He thought for a moment, pawing over the credits that his master had given him, and considered her for a moment living with them. It wasn't a bad life, not by any means. All the food he could want, a job, a warm hearth, clothing... He barely even had to break a sweat during the heat of the day. But then he looked to her face, to her father, thoughts of the other evening, and her father's words echoed again in the back of his brain, "dog." He fiddled with the coins in his hands. He got paid one credit every two months. He'd saved up for a long time now, and had amassed ten credits. His Lord had given him twenty-five to help quell her father... He looked to her face, and in a moment of inspiration, "Come with me." ------ The others whispered and murmered their shock and horror at such a crime that had been committed to their neighbor, but Herldic wasn't surprised at all. How dare that little trollop leave him without permission? He wasn't a slave, true, just a servant, but how dare he?! Not only that, but he stole hard-earned money as well (a whole twenty-five credits)! Gods only know what else the little filthy-blooded beast stole! Herldic just shook his head at their bickering, "I know, I know, but I suppose that's just an opportunity to get some new blood in my household." Truly though, he had hoped the boy would never return. He had hoped he'd take the money, that's why he gave him such an amount. Few were so kind. ********* (Spirit used this to describe the Race as a playable starter character) Ersatz (also known as "humanish") - These people are mostly human, with some genes from all over. Some have pointed ears. Others have cat-eyes. Some folk have tails, and others have claws. Some even have blue hair to indicate their elemental heritage. Though they are mostly human, they always have some sort of (usually visible) trait that declares to the humans that they are "filthy blooded". In society they are second-class citizens to the humans. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. HumanishSpecies DescriptionHumanish is a very, very broad category.. They look like humans, with slight animal-like characteristics.. Some have tiny fangs.. Some have odd-colored eyes (like cat eyes).. Some have dog-shaped ears.. Some have tails.. some have claws, and some have tufts of furrs around their "edges" (like elbows).. They usually dont' have more than one or two "odd" features... Some of them, are so common however - that they even have their own "breeds", such as "elves", etc... But really, they're all the same Humanish. Humanish, like Humans - are found almost everywhere in the world. * A "human" with minor odd features
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Post by Twilight-Claw on Nov 2, 2019 17:28:14 GMT -6
Mammalian Biology(Image made by Spirit) ************** There are several things on the Crossroads that are specific to their Mammalian - as opposed to any other world. The first things you should note is that; * Mamalian usually have keen smell or hearing * Mamalian are warm-blooded * Mamalian have fur * Mamalian walk on two legs, talk, and have opposable thumbs ************** Now - it is apparent that I should clarify.. What DO I mean by "opposable thumbs" anyway..? Well.. all mammalian have "paw pads", but the shape of their "hands" or "paws" vary.. They can be either distinctly human shaped (with pads and claws), or they can be more animal-shaped.. If they are animal shaped, then the "fingers" are capable enough of movement to grasp objects - and the thumbs are completely opposable. ************** Now - let's take a look at "can talk".. Apparently, there is some confusion on what a Mammalian's head looks like. This is easy enough to explain. You already know what a human's head looks like.. Fairly tall crown (skull), with the spine connecting at the bottom, rather than from behind as an animal's would. They have "human noses" and "human ears", obviously. Mammalian NEVER look like this. Next is the "hybred" Mammalian look. This is a very common look for Mammalian, but perhaps not the most attractive. The crown is shortened slightly, and scruff starts to appear around the jaw-line. The most noticable features however are the ears, which are no longer able to be "human shaped", and often times, not able to be distinguished as to what animal they represent either. But THE most noticable feature is the muzzle. these "hybred" mammalian do not ever have "human noses" or even "human mouths". They will always have a small muzzle, which is often times considered to "look like a monkey", though this is just opinion. They are not required to have pointy teeth, but it's very common. Now we should take a look at the most common of Mammalian head styles. The most common Mammalian head type (just considered to be "mammalian") has a very short crown to accomidate the fact that the spine is attatched to the back of the skull, rather than the bottom. The ears and features clearly represent an animal, as does the prodominant muzzle. Honestly, the only way to tell (by just looking at the head alone) that the creature is a Mammalian and not an animal - is by the intelligent look in the eyes, and the fact that the muzzle is capable of a lot of movement, to allow speech. The eyes and "mouth" are very expressive - but never betray their animal-heritage. ************** Now we will take a look at how legs are formed.. With all Mammalian, it is the same. Their knees bend - and they walk on their toes rather than their feet - much as a dog wuold.. The illustration is to help drive this point home. Sadly, there is no such thing as a Mammalian with human-shaped legs. ************** (This was all copied directly from Tapatalk with the first image also located in the sample image of 'How to Create a Character' on Tapatalk at the Mammalian section.) (Looking up on terms with "Anthro Drawing" and mentioning a specific body part such as hands or feet could also help to get a clearer picture about how a Mammalian looks) ************** When v3 starting coming (and most certainly crashed) Mammalian's where changed into Beast-Walkers, the next part doesn't really relate to Mammalian's of v2, but the concepts of how it could have turned into might be of interest to some, or bring about some extra inspiration when stuck on the design of your character. ************** Biology:Beast-Walker Half man. Half beast. All teeth. Beast-walkers are able to walk on four legs and two just as easily as the other. When they do walk on two legs, they walk on their "toes", which means their legs have some serious bend to them. Some are more savage than others, but all have a very "animal" head. There is no mistaking them for a humanish! They all have tails, claws, and pointy teeth. Beast-walkers were once associated with any animal, but over the years, the more friendly (plant-eating) races were slayed by humans, or eaten by their carnivorous brethren - until only those that had sharp teeth remained. You cannot easily look at a beast-walker and say "oh, you're a cat". There are those that you can do that with, but they're so mixed together, that it's rare to find a "pure blooded" walker. A common beast-walker would have the heritage of... wolf, panther, badger, bat, fox, hedgehog all in one!... all of which have pointy teeth - or at least, that's what showed up as a result. At least there's no cultural diversity between the various beast-walkers (anymore, as the non carnivores are now extinct) - we beasts must stick together... And they usually do so, in tightly-knit clans. The most common mistake when making a beast-walker is to add herbivore parts. Keep in mind when making Beast-Walkers:*Beast-Walkers are "mutts" of many different sharp-toothed species. You can make your Walker to look like "a dog" or "a wolf", but there is no such thing as a pure "dog" Walker. You can say that they resemble a dog, but there's no way to say "Oh, my Walker is a German Shephard.". *You may make your Walker's inspiration of many many animals. All of which however must be mammals and have pointy teeth. This means you cannot use hooved animals or rodents or rabbits. You may notice however, that even otters and moles have pointy teeth. So not every walker must be "panther-wolf". Common Culture:The beast-walkers are not savages. At least not amongst themselves. They have clans with permanent homes (as opposed to the nomadic Panite or Ssashirk). Their clans are placed throughout all of Pethia, each one with it's own unique culture. Beast-walkers are renown however for being "savage hunters". Beast-Walkers usually don't get along with Humans or Ersatz. In fact, they tend to have a loathing for Humans specifically, just as humans tend to have a loathing for them. They've been hunted for far too long. They respect the Uthax however, and usually trade well with the Panite and Ssashirk and Avian - the other "beast races" as they would say. There is no cultural difference primarily between the genders - it is a culture where the strong survive and take what they want, and the weak are powerless to stop them. The more dominant and powerful rule the tribes, eat, and mate as they please. But no strong would want to take a weakling as a mate (that would make weak children). It is therefore obvious, that women in the beast-walker culture find it best to be strong themselves; most beast-walker women are powerful huntresses and warriors, and strive to out-achieve their (physically stronger) male peers. Religion:Though a beast-walker can follow any god or goddess, the beast-walkers are one of the few races who find no taboo in worshiping the god of shadow. It was, after all, the god of Shadows that saved them when they were exiled and hunted by humans - pushed far beyond the desert and into the Dark Wood. In their time of most desperate need, they turned to the Goddess of light, and she ignored them (in favor of her "precious" humans). And whether it be to slight his sister, or for honest favor of the - the God of Shadows took pity upon them, and gave them his gifts of the wilds, his gifts of the blood and hunt. He favors his wild children, and so they favor him. Language:Broken Common. Though beastwalkers speak common, and can learn to speak common just as well as any human, they tend to speak a broken version of common. Common Names: A beast-walker always has two names. The name for which they are known, and the name the spirits gave them. The name the spirits gave them they rarely (if ever) share - this is a name like Douv, or Gansna. The name for which they are known is whatever their clan decided they would be called when they reached the age of speaking. These names (though they can be very long) are usually shortened... So a name like "Light dappled by shadows of leaves" may be shortened to "Shadows" or "Light Shadow". Thoughts on other races:Human - Slayers of children. Kill on sight. Ersatz - Friends of slayers of children... Avoid when possible, kill based on situation. Ssashirk and Tumai - People of the desert who provided safe passage in our time of need. Be kind to them, but know that they are a people of war and profit. Be cautious around them. Kapper - Lizard-rats. Pests. Little more than obnoxious. Tasty. Panite - These are not men. Their heads shall appear on Shadow's altar, and their flesh shall fill the stomachs of our young... but alas, these things do not exist anymore - so we will never know for ourselves of the wonderful feasts they provided to our fathers' fathers. Avian - They were once our kin, but now serve the sky-goddess. Anger them, and bring her wrath like a neverending rain. Do not anger them. Xenokwal - A quiet people, polite, and kind. Siren - People of the sea, so the legends say. We do not believe they exist. Uthax - Rarely we see these, and when we do, they should be treated as village elders. Be kind to them, for they know the voice of the forest. A story about the life of..She had tracked it this far, and she was not willing to give up. Her padded hand touched the ground where she was sure it walked, and she could see where the blades of grass had bent from it's passing. It no longer left tracks, too far from the lower part of the hills where the water sat the longest, but she knew it went this way. She was not willing to give up. She stood errect, and silently, her ears twitching in the dead air, listening for even the faintest of sounds. Nothing. Her wolf-like nose twitched, and she caught just the faintest of scents - a nutty smell, sharp, but far away. He was close now. She kept her long tail tucked low against her legs to prevent it from rubbing against too many branches, lest they make noise, and she kept her head low as she crept toward her quarry. She would not give-- AH! She dropped noiselessly down to the ground - or so she thought - the leaves rustled. The stag in the clearing raised his head, his eyes rolling nervously as he looked for whatever might have caused the noise. He must have dismissed it in the stillness, for he lowered his head again. Perhaps he thought she was a rabbit, hah! Wouldn't that be something. Imagine, her, a frightened little rabbit... no such luck for the stag. Her stripes hid her well, blending her into the shadows as she slowly inched her way toward him. She could'nt hear her brothers in the background, but she knew they were there - slowly surrounding him. Once she was in possition, she waited. She would have him, she would. She tightened her grip around her spear - it's tip the sharpened weapon of another stag from long ago - this one.. this one would do nicely. Ready.... ready... NOW! She lept into the clearing, a snarl escaping from where it had been hiding deep in her throat, her teeth bared, and spear raised for the kill. The stag turned to run, but found his exit blocked by another - one of her brothers had presented himself - to help make a loose net of bodies. The stag reared on it's back feet, twisting so it could change direction, and bound in another direction only to be cut off again. It realized it's escape options were running out, and it took a bold chance - leaping between two of the walkers with a single stride, and off he went into the forest. If only he knew that their lives depended on it as well, and they would not give up so easily. She snarled again, and heard the cries of outrage from her brothers - the growls, the roars, and the hisses. After him they ran - most with spears in their hands. She let her feet do the work, avoiding branches as she lept over rocks, dodged around trees, ducked under overlying branches. She didn't even notice the pain when a thorned bush scraped her arm - she was after her quarry, and she would have him! Her eyes were mad with the hunt, and she could taste his fear upon the air - it stank of it. Oh how she loved that smell. She was getting closer now, was she fast enough? Or had he slowed? No - she ran past the branch that he got his anlter stuck on previously - the perfect thing to let her gain more ground upon him. Her brother got to him first. Curse him! He lept into the air at the stag, his spear raised over his shoulder as he Screamed out his battle-cry, his white fur glistening in the moonlight, his mane flowing behind him like ribbons. The stag wheeled around on his hooves, and lowered his head. The spear missed, landing solidly in the soil - her white brother never did land. His stomach splattered on the ground, and as the stag shook his head to rid himself of the weight, his body finally fell - laying still with the rest of his organs. Curse him! The stag snorted, fog coming from his nose, blood covering his antlers - he backed up from the body, and faced his new foe with his weapons ready. He stared directly at her - he was going to charge, she knew it! He had some fight in him, he did, ha! She would be ready to dodge his coming attack! He did charge, and as he came crashing toward her, his head lowered, she stepped to the side - but he turned his head, and caught the side of her arm as he ran past. She hissed in pain, but the scream came from him instead. She turned to look at him, and saw a spear from another brother sticking from his rump - this spear had crimson feathers tied to it - it was Golden-Back. Oh how she marvled at his skill - had he thrown the spear? He must have! He kicked wildly into the air, sending dirt and leaves and blood everywhere as he screamed in protest from the fire that was in his haunch, just as the fire was in her arm - but she was a hunter, not some fearful stag! She would not scream as such a creature! She snarled out her fury, and lept at the stag from the side while he was turning the other way, and brought down her spear deep within' his ribs. There was little resistance, and it slid in nicely. He gave a gurgled cry, and fell to the ground by her white-brother's body, flailing his dangerous legs in the air and against the ground. He thrashed his head, and tried to stand, but likely his body was turning to stone on the inside. Golden-Back was here now, and she could hear her other brothers arriving as they made a terrible racket rushing toward where they lost their foe. Golden-Back grinned at her, his pearly teeth glistening in the moonlight - and drew his dagger across the stag's neck. He lay still. She clutched her arm to ease the burn, and he looked her up and down, grinning again. "Nice hunt, sister" he smirked at her - but he was not mocking her - he was... staring at her, as one would stare at a hare. She laughed nervously, "Nice throw." And just to accent her point, she punched him in the shoulder. He laughed. This is when her other brothers arrived - and the four of them together cried out their victory into the night as loudly as they could - their mourning sound reaching far into the distance - if they cried loudly enough thier victory, perhaps even the shadows would hear - and he would be pleased. Together they brought them back - the two of them. The victors (she and Golden-Back) carried the stag together, and her other brothers (Keen-Nose and Wind-Speaks) carried their dead brother, the white one, The Pale. Once they arrived back at their village, the entire town celebrated their victory - the glory of the hunt, and celebrated in mourning the death of their brother. They rubbed charcoal in the wound on her arm, and wrapped a bandage around it - she would always be able to tell of her great story of the hunt with the stag who slayed The Pale. And others would see her arm, and know this is truth. They all danced around the fire as they sang, and cried out, drank wine of the deepest purple berries, and watched the pyre burn away the lowly flesh of their brother - his ashes floating toward the sky. They feasted on the roasted meat of the stag, and laughed as they recounted each other's adventures. The hunt was successful, the pups would be well-fed. It was a good night. She could feel the Shadow-Born staring at her while she ate, his ice-blue eyes grazing over her form. She was afraid of him - but she dared not show it. It wasn't so much him that she was afraid of, but more of what he represented. It was twenty and three years ago that The Shadow (himself) came to thier village. He claimed the best huntress the village had to offer, Azula Swift-Paw. He fancied her perhaps because of her beauty, but more likely because she was the best. Shadow favored the hunters, for he enjoyed the games. He even joined them in a hunt himself one night long ago - but that was the night he gave her a pup - oh how he favored her. But that was a long time ago when Shadow-Born was made - and she feared that The Shadow might come again and favor her... It wasn't that she feared him, but... she... she... And that was when she noticed the hungry gaze of another. Golden-Back. Oh, how handsome he was. His belly was shadowed like the darkest of nights, his back faded to a brilliant golden brown, riddled with waving stripes. He was lean, and cut strongly - his facial features sharp, but his ears rounded... she didn't mind the ears - especially with a chest like that.. she could see the muscles ripple beneth his fur when he ran, hunted, dance. When he strode over to her boldly, his golden eyes coveting her form. She couldn't help but smiling to herself, but pretended to ignore him. At least until he so boldly swooped down and stole a kiss, licking her neck and jaw. She grinned openly at him, but pawed away his face, causing him to fall on his backside in the dirt. Everyone laughed, she smiled, and he just grinned up at her. ------------------- Five years later was when they met another clan, the Cold-River clan. It wasn't often that the Forest-Hunter clan met with others, but the Cold-River clan was one they were on good terms with. It was then that Greylight (the huntress), her mate Golden-Back, and the beautiful pup they made together, of three years of age now met with a Fisher from the Cold-River clan. He was friendly enough - though with a spear in his hand, he held it loosely - it was perhaps because of their pup that he held such a friendly stance, but they didn't mind. They all talked together, and gave the sign of The Shadow. They traded meats and furs that they had hunted, while the Fisher traded shells and scales and fish. They talked with one another so that the Fisher could learn how to carve a stag's antler into a sharper point than the stone he had smashed into a point, and they learned how to use the red mud to make a water-holding pot. While they happily traded and talked with one another, their pup wandered off to play. ---------------- Nasha was a pup of only three years of age. Her mind was still full of games, as it would be until she had reached well into ten years of age. She followed the butterflies that danced in the sunlight, and listened to the brook that fed into the Fisher's river. He was an odd fellow, with hardly a claw, and she wondered how he fed himself. But that thought soon left her when she saw a dragonfly - a bug she had never seen before in her short years, and chased it merrily through the leafy trees. She chased it all the way until it landed upon a rock.. which lay just before a set of scaled legs. Her ears dropped low, and she looked up with wide golden eyes - fearful for a moment - at the great scaled man that stood before her now - a curved blade at his side, and clothes of white and cream wrapped around him. She took a step backwards, and instead of coming foreward, he leaned down and rested upon his knees - letting his hands fall limply to his legs instead of the blade's hilt, and a smile could be seen wrinkling at the corners of his eyes. Oh, but how bold is a child of only three years of age? "Bug!" she decided to exclaim happily, pointing with a single clawed finger at the shimmering blue creature that had it's wings spread on the stone between them. "Yesss," the dragon-man spoke softly, "What color is it?" he asked a simple question. "Sky?" she answered, but not quite sure if she was right. He chucked, "Yesss, it is sky-colored." ------------ While they were talking to the Fisher, Greylight became more and more nervous.. why was she nervous? What sort of games were the fates playing at her heart - tugging on it as though they held strings it as tied to? Why is she - ... where.. where is Nasha? This question in the back of her mind caused her, her mate, and even the stranger to go searching for the pup - calling out her name when they couldn't see her within' such a close distance. She didn't respond. The panic quickly raised from their hearts and into their throats - leaping even further into their brains. They felt like rabbits. How could this feeling fill them? Where was Nasha? NASHA! And that's when they saw him. The dragon, with Nasha in his arms. Everyone froze. Everyone except Nasha, who was picking at the scales on the dragon's face. The hackles raised on Grey and Golden's necks, but the Fisher raised his hands to calm them, and spoke in quick, hushed tones, "This is a dragon-man, I've seen them before - Ssa'shirk they are called, and mighty warriors, use caution!" Seeing that his warning was not yet going heeded, he urged them further, "They come to trade, his sword is sheathed, breathe deep, seek peace!" he stressed out the words, and nervously glanced to the 'dragon-man' before them. "Speak!" barked out Greylight. The Ssashirk simply smiled at them. "Speak!" she barked again, this time slowly wrapping her hands around her spear. Her mate was quietly possitioning himself to flank the reptile. The Ssashirk smiled again, and spoke, "Nasha wishes to see sands and cities. I will take her." But his words were un-budging, and stated as cold fact. All were silent. -------- Seven years later, "Lady Nasha Scale-Friend" wanted to see more of the world than the great desert city of Tumai. She had learned all she wanted to fill her head with from the books she had been gifted, and she fiddled with the lovely emerald garmant that her mentor had given her as a new present for her growing. She knew what year it was, for she studied the stars as she was taught to do - this was the year that Kashaam had promised to return her to her people - she barely remembered them. She wept to her tutor, begging him not to take her back - and he reminded her of the severity of breaking a deal. He intended to never commit such a crime, and it was time for her to return home. She knew her people were fearful of strangers - and why wouldn't they be? All the books told tales of the others slaughtering and exiling their people - forcing them to live with the God of Shadows in the Dark Forests beyond the Red Wall. She knew that even now things were tense - was that not how she came to be with Kashaam? She didn't want to go back... What if they mistrusted her? What if they didn't want her? What if her parents had been killed in some hunt? Or some clan-based battle between villages? But a deal was a deal - and Kashaam would never break a deal. It was time for Nasha to go home. ********* (Spirit used this to describe the Race as a playable starter character) Beastwalker (anthro beast-folk) - These (mammal-anthro) half-beast men were hunted into exile. Only the strong survived... and so all beast-walkers are now predatory in nature. They've intermingled until their original lineage is no longer determined - a single beast-walker may have features of lions, boar, otter, tiger, wolf, and mole... Predators all. They live as "savage native-folk" in the wilder places of the world - far from civilization... But every once in a while, one of these beast-walkers feels the need to re-join the world. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Mammalian Species DescriptionThese creatures all resemble some sort of Mammal... Dogs, Cats, Ferrets, and Mice alike.. Even Hedgehogs.. They aren't just "people with animal characteristics", they're full fledged animals - that walk on two legs, and talk, and can use apposable thumbs! The only mammals that don't fit into this category, are the Ungulates (things with hooves), it seems... * Mamalian usually have keen smell or hearing * Mamalian are warm-blooded * Mamalian have fur * Mamalian walk on two legs, talk, and have opposable thumbs
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Post by Twilight-Claw on Nov 2, 2019 17:28:24 GMT -6
I don't think the Undulates have ever become populair with people, but on v3 they had gained a name change, and the info of this doesn't relate to the v2 version of strictness I think. (since the one on v3 seems to be tighter compared to here.) Again, this is purely for those interested to see what could have become of the Undulates as a Race. ******* Biology:Panite Until a Panite becomes an "Oumba", all Panite walk on two legs. They are covered from head to hoof in fur, unless they shave themselves (usually from the waist up). Panite all have four fingers (three fingers, one thumb). Their muzzles and noses are flat, their eyes large, and their ears come in a variety of shapes, none of which are "human-like". They have may variety to their tail, from cow-tail, to deer-tail, to horse-tail. And their fur pattern is just as varied, coming in all natural shades and patterns. Many Panite have antlers or horns. Panite cannot eat meat. Common Culture:Panite Panite are nomadic, and roam the open plains to the east of the labs. Few live in the forests to the north, but usually avoid venturing anywhere where they might entrude on the Uthax' territory. They hunt the fanged beasts of the plains, and run with the wind in their manes. They love life, and celebrate it frequently, usually seeking peaceful ways of solving conflicts. They love to trade, but are no strangers to defending their homeland. The Panite culture is largely male dominated. Women sew and cook and raise daughters. Men defend their lands from predators, make war, and raise sons. A woman will marry whichever dancer takes her - IF she feels so inclined to dance that year as well. Panite pair for life (and a woman only dances once in her lifetime), but a man may dance once per year if he wishes... but however many wives he takes, it is on his honor that they be kept healthy, happy, and well-fed. Not many men are foolish enough to dance beyond their means. Religion:Panite usually worship the goddess of Light. But not in the same crusader-like way the Humans do - they celebrate her and all her creations. They all believe firmly that the spirits of their ancestors walk amongst them, and guide them. They and Uthax are the only two races who use Totemic magic, and can covet totems and fetishes - as well as their own personal sacred medicine bag, known as Putah. Language:Panite have adopted the language of Laiyan, the ancient language of the fae. Common Names:Panite have two names. A self-name, and a family-name. The self name is a nonsensical sound, like Mala, Dourhe, Mouna, Jaur. While the family-name is usually based on the trait that their fore-father had most strongly, such as Wind-Runner, Strong-Spear, Weaver, or Painted Hide. Thoughts on other races:Humans, Erstaz, Ssashirk, Avian - These people (like all people but the Panite nations) are dangerous, but not terribly aggressive. They are kind enough, and worth trading with. Better to trade and bring peace with them than to invoke their anger. Kapper - Sometimes these creatures are seen around the feet of Humans. Sometimes they also talk. Perhaps these are a people. Beast-Walkers - Legend tells of these eaters of young flesh. They are creatures of myth and horror stories, but the humans swear to the gods that they still exist. If this is true, best not to leave the village at night. Xeno-Kwal and Siren - These things do not exist. Do not lie. Uthax - Uthax are the brothers of our ancestors. They are ancient and wise, and speakers of the forest. Treat them as your brothers now, and learn from their ways when you can. *********
(Questions Spirit answered about the Panite.) For the panite leg-sytle, I just grabbed the first appropriate picture off of deviantart: Sample (can't find the image Spirit used as an example) As for gender - with panite, in general, yes - there is a lot of gender differences. Men have traditional masculine roles, while females traditional feminine roles? Males are hunters, warriors, travelers, and animal-tamers. Females are gardeners, crafters, and teachers. Both can be shamans, but male shamans are a more active form of magic, while females are more clairvoyant. Think of like the nomadic indians that followed the seasons (comanche). They had their travel-able homes, and went with the seasons to follow the game, and make sure their crops could grow. Not all crops take a whole year to grow! They'd settle down - raise some animals, grow some crops, and move on. As Panite, they don't eat meat - but they enjoy milks and cheeses, and use animal-hide for their homes and clothing - they will also trade the meat to the Uthax, who may venture down to trade on occasion. ********* (Spirit used this to describe the Race as a playable starter character) Panite (satyrs, faun, and centaur) - Panite are relatively peaceful folk. They have hooves, and usually horns. They are "allowed to live" in "peace" by the nearby humans - and in return the Panite give the humans much of their harvest in tithing. They live in the open plains - and though most of them walk on two legs, those that complete their "spirit journey" can "ascend" into the form of their ancestors - and run like the wind on four legs. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Undulates Species DescriptionThese creatures come in only one variety.. They all resemble Satyrs. Be it horse, goat, or deer (or even hippo or giraffe!). It is rumored, that through the use of magic - they can one day revive their ancestory, and take the shape of a runner (like a centaur), but as it stands, they all walk on two legs. * Undulates are just like Mamalian - but they are all the "hooved" Mamalian * Undulates walk on two legs, and talk * Undulates can pick up objects with their hands, but do not have opposable thumbs. They can however, manipulate objects nearly as well. * Undulates have a lot more stamina than their Mamalian bretheren
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Post by Twilight-Claw on Nov 2, 2019 17:28:34 GMT -6
Ssashirk are interesting in what became of them on v3 as they also gained a cannibalistic Ssashirk from the jungles with it, called the Ka-tak'ash as a separate Race. Much like the Human's and Tumai where made into a separate category. The info of this does not relate to the v2 we play in, but its still interesting to read about. Really.. Can you imagine needing to figure out at first glance if one of the Ssashirk isn't going to eat you just by walking near them? ******* Biology:SsashirkSsashirk walk upright on two legs They walk "on their toes", giving their legs a serious bend to them.. They have rough skin and cold blood. They are vain and usually fiery tempered. They lay eggs, have long tails, and speak with a thick accent through pointy teeth. Their muzzles are long, and they lack the secondary sexual characteristics - so it's rather difficult for a non-ssashirk to tell the genders apart. Most Ssashirk come from the desert. These people are called Gikashk. They usually have their rough hide in hues of reds, browns, yellows, and greys. The less common (and more barbaric, usually associated with cannibalism) Ssashirk are from the southern jungles and are called the Ka-tak'ash. We would not suggest playing one of those, but they are usually noted for their rough skin of greens, blues, and blacks - if you choose to play a Ka-tak'ash, it is considered an advanced character, and requires approval. Ka-tak'ashKa-tak'ash Ssashirk walk upright on two legs They walk "on their toes", giving their legs a serious bend to them.. They have rough skin and cold blood. They are vain and usually fiery tempered. They lay eggs, have long tails, and speak with a thick accent through pointy teeth. Their muzzles are long, and they lack the secondary sexual characteristics - so it's rather difficult for a non-ssashirk to tell the genders appart. Ka-tak'ash differ from their desert-dwelling bretheren by hiding within' their jungles. They are usually noted for their rough skin of greens, blues, and blacks and often sport brilliant-colored feathers. Common Culture:SsashirkSsashirk live in tightly-knit nomadic groups. They hold their lands dearly, but water is the most precious and valuable resource. They will fight for it to the death. And they are good at fighting. The Ssashirk people make great mercinaries, warriors, and generals. They also make excellent traders. They are almost always proud and vain, and enjoy shiny objects. Though Ssashirk pride themselves on war, there's no point to war if there's nobody you can boast to. They enjoy meeting and trading with new and interesting species... and ripping them off. Ssashirk hold no status differnece based on gender. Ka-tak'ashWhile Ssashirk are renoun for their war and trade, the Ka-tak'ash are only known for the blood they shed. Their only allies are the "Dash-Claw", and the only race they might be friendly with are the Ssashirk of the desert. Though this too could be rare, as the Ka-tak'ash war even amongst themselves for the glory of the blood-gods. Non-Ssa are treated with the least amount of respect, diving well into the spectrum of the profane. They hunt them, mock them, and enslave them (only to later feast upon their flesh). How (or why) would a Ka-tak'ash find it's way north to be more social with the rest of the world? We don't know. It is likely however that it is somehow related to slavery, or egg-theft. The Ka-tak'ash, like their Gikashk bretheren hold no difference in status as to gender. Religion:SsashirkSsashirk rarely follow the mainstream religion of the "four". Instead, they tend to worship Darashne, the clutch-mother. Mother of all Ssashirk. It is possible that Darashne was in fact at one point a Draconic who clutched the Ssashirk people as a whole - but this is just as likely as the world growing from a single seed, as the Uthax believe. Ka-tak'ashThe Ka-tak'ash Ssashirk believe in the "blood gods". The gods of old, only worshiped openly deep within' the thick jungles of the south. Their gods demand tribute of blood - of themselves, and their enemies. They also believe that dining upon the heart of their enemies will grant them their power. Language:SsashirkSsashirk speak Saakash. Ka-tak'ashSsashirk speak Saakash. Common Names:SsashirkSaa, Shaa, Kaam, Manaah... Names for Ssashirk are usually words in Saakash, such as "Sandstorm"... only in Saakash it would be Shaa-kaam. Ssashirk will also be sure to add any title they have ever earned, and remember to say it with their name. And they would never dare ruin their good name by "translating" it into a lesser language such as Common. Ka-tak'ashSaa, Shaa, Kaam, Manaah... Names for Ssashirk are usually words in Saakash, such as "Blackfang"... only in Saakash it would be Tou-Zank. IF a Ka-tak'ash were to meet (on good terms) with a non-Ssashirk, they might translate their name for them, so the "soft-skin" wouldn't mess it up. Thoughts on other races:Ssashirk Human - Stupid creatures. Harsh and war-like, but poor at war. Good for trade, know no value. GOOD for trade. Tumai are different. Tumai are greatest allies, a wise and powerful people. Mighty warriors. Ersatz - Less stupid. Dislike war because they are not delusional, and know they are poor at it. Good for trade. Know more of value, trade cautiously. Beastwalkers - Beast-men. Children of Shadows. Give safe passage. Kapper - Desert-rats. Bad for trade. Edible when alone. Panite - Calm people. Good for trade, but far away. Avian - Sky-men of Order godess. Slayers. Avoid. Xenokwal - Deep-men. Avoid. Siren - What is ocean? Uthax - Powerful beast-men of north-east. Wise and old. Treat with respect. Ka-tak'ashNone yet.. A story about the life of..Dass'arakaz'eth (often called "Dass" for short) had spent many long years with her instructor, Kashaam. She found him to be wretchedly old, and quite bitter - but a good instructor. He taught her of other cultures, of language, and writing, and reading the stars. She was most interested in the trade, so he taught her as much as he could about the counting. She left him three months ago, and right now, as bitter as he was, she sorely missed his company. The sun was hot, the sand was harsh, the water was scarce, and the company was non-existent. With the sun beating down on her scales, she was forced to open her mouth to cool herself - and felt like a savage for doing so. All that she owned she carried at her waist, and though she hoped to make good trade of it, she had yet to find a single customer... more importantly, she had yet to find water. At least fortune still smiled upon her, for she had yet to be devoured by a Tak-kaam, a deadly beast of the sands. Oh, what she wouldn't give for a single drop of Manaah! She was beginning to look like a begger, the bottoms of her robes were fraying and tattering with every passing day, and she hadn't enough water to wash them, so they began to smell. Her skin was darkening beneath the harsh glares of the shadeless sun, and she was certain she would die. But no. She was Ssashirk! Daughter of the Darashe'ne Mother! The desert could not defeat her! She refused! Suddenly, in her solitude of the seemingly endless sand, she heard a sudden burst of shouting and screaming - the sound of steel clashing on steel, and the sound of a dozen great beasts bellowing into the sky above. She flinched briefly - and then raced toward the sound - peaking over a dune to see the commotion happening at the oasis below. An oasis! Water! Water and shade! Clearly a village was here, she could see the rubble of the once great town that grew around the water - a source so precious that whole tribes would kill each other for it, which is what seemed to be happening now. From her position of upon the hill where she could watch out of relative danger, she gathered the battle-scene below her. A Tumai human, and a band of a dozen Ssashirk people mounted upon beasts had their sabres brandished, and were slaying the group of Tumai poor-blooded that had taken up home in the Oasis ruins. It was a very one-sided battle. Though the poor-blooded were fierce, holding weapons in their hands, they only managed to injure a few of the mounted Ssashirk, and only kill one. A single Ssashirk stood out to Dass the most - a mighty warrior, the mightiest of mightiest! When the fighting died down, it was because all the poor-blooded were slain - almost three dozen bodies lie in the sands - and those few that remained fled into the waterless ocean of the desert. There was no victory cry. This was a mercenary-like conquest. Cold killers, likely hired by the Tumai human. And that's when they saw her. d**n! How could she have been so stupid as to be seen!? Instead of ducking down into the sand (which would only show that that she had been trying to be sneaky, like a thief) - she decided to make herself as known as possible, and stood boldly at the top of the dune so that all could see her. They rode to her quickly, their expressions grim, and formed a circle around her, their swords still drawn. The greatest of the Ssashirk was the one who spoke, her voice harsh and graveled, "This is Mndume's water." - she was the tongue for Mndume, whom Dass assumed was the Tumai. "Yes." she agreed. There was a moment of contemplation, and then Mndume decided to speak for himself, a smile playing across his flat and dark face, "You may drink from it." In return, she offered her new friend a humble gift of eleven gold pieces - one for each survivor of the battle that they had won here today. Ah, water - Manaah. The greatest gift the mother could ever bestow. Later that day, as the entire party drank and cleaned at the Oasis, she learned that the greatest of warriors in this party was named Gikashk. It was a name she recognized. She was the favored general of the Tumai armies - the mightiest of warriors in all the sands. It was little wonder at why she had been so impressed by her. Kashaam was a good teacher, he truely was - but it was Gikashk that could teach her more. And a Ssashirk with many skills is one that sees the tomorrow. --------------- It had been twelve years ago when she met Gikashk. And in twelve years, Dass had learned a lot. She had seen the city of Tumai, and watched the gladiator's games where Ssashirk happily fought each other to the death for the entertainment of the Tumai, and the coin it would provide. She had seen the many clutches and tribes of Ssashirk wandering the desert - and had come to know each one's territories, Oasis, ruins where they set up their summer and winter camps, and even their wells (which she made sure to never drink from without an honorable trade). She had seen war and battle, and was herself a fierce warrior of the twin daggers. She had known of raiders, and defended her caravan. She had aquired herself a Duma'koon, a Shovel-Tusk to pull her cart of goods she had amassed. She had learned of the best places to find and steal young Duma'koon, and where to find the wild Sarane eggs. When she learned of the lush and green lands with more water than one could hope to drink in a lifetime, she set out toward the east. There was good trade there. She had established her own trade-routes, and learned to read the land by memory alone. After she learned to trade there, it was another five years before she and her new found friend, a human by the name of Barthew had decided to travel south. That was when they met the Ka-tak'ash. Those people were different from the Ssashirk - but Barthew couldn't tell the difference. Foolish human. He offered to trade with them, and Dass couldn't refuse. While they traded well (an event that took two days and one night) with the more experienced of the two, they butchered and devoured Barthew. She didn't know until the trading was complete and she tried to find him - flesh-eaters, all of them! She would never venture so far south again. It's no wonder that the Ka-tak'ash and the Ssashirk are considered different people, it's not just because of the difference in the color of their scales, but their cruel mannerisms. She regretted most of all the greatest deal she made with them. It was a good deal, but their cruelty to Barthew left her feeling tainted. Ever since then she stayed to her own trade-route between the city of Tumai, and the city of the "Labs" - in the land of rolling hills. This was her trade-route. Hers, and her egg's. She knew it was a boy, she could smell it. After he hatched, three years after, she would name him for his favored trait. She would teach him well - the trader's skill. The honorable trader's skill, not the trader's skill of the raiders who would sell back to you what they stole. No. The good kind. She would never tell him of his father in the south, for her shame was too great. ********* (Spirit used this to describe the Race as a playable starter character) Ssashirk (lizard-folk) - These anthro lizard-folk inhabit much of the deserts and jungles of pethia. Allies to the Tumai, these folk are nomadic, and shrewd traders (and warriors). Their harsher personalities tend to match the desert sand and sun that they call their homeland. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Ssashirk Species DescriptionThey're reptile people, strong and proud... Scales, tails, and teeth. :3 Most dragons fit into this category - but they always walk on two legs.. and they cannot fly, unfortunately (or breath fire!). * Ssashirk always have "rough" skin * Ssashirk are not cold-blooded, as you would think - they're really hot blooded! Their blood nearly boils with their distant draconic ancestory. * Ssashirk walk on two legs, and have opposable thumbs * Ssashirk talk, but always with a thick accent * Ssashirk lay eggs * Ssashirk lack secondary sex characteristics (like breasts)
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Post by Twilight-Claw on Nov 2, 2019 17:28:45 GMT -6
Avian's and what became of them on v3, couldn't find anyone that asked questions about them in the past at Tapatalk so I can't add anything of that in, but this info, while unrelated to the v2 we play in is still fun to read about. They even had one like human's and Tumai that their is a separate people of their kind called the Fallen. Those that could be summed up as basically getting kicked out for not believing in the main god of the Avian's. Biology:AvianAvian walk on two feet, and lack secondary sexual characteristics (they have no breasts). Their heads are that of a bird of some sort, and their hands and feet lack feathers, and end with claws. Their bodies are covered in feathers, and beautiful wings sprout from their back. Avian come in all sorts of colors and variety, from "hawks" to "hummingbirds" - but all Avian also live in the shining city in the sky. FallenAvian walk on two feet, and lack secondary sexual characteristics (they have no breasts). Their heads are that of a bird of some sort, and their hands and feet lack feathers, and end with claws. Their bodies are twisted and usually grey. Hunchbacked, boils, and ugly. Their wings have been torn from their backs, only the stubs of them remain, and their feathers seem to fall out faster than they can grow back. They are disfigured creatures, only a shadow of their former selves. Common Culture:AvianLong ago, the Avian used to live on the land with the other species, "wingless, and unblessed". One day, when working in the mines, a few Avian discovered a special type of stone, when dislodged from the earth, floated where it was placed. The larger the stone, the more weight it could support before sinking back to the ground. A few of the most religious decided to build a temple for the goddess of order up in the sky - in honor of her (which was a long and painful process, as they had to use mounts, such as gallor, to do it). Once the temple was built, as legend goes, she was so honored by the gift, that she decided not only to live within' the temple - but also bless all of their people who would devote themselves to her. It wasn't long before every Avian had done so. Not wanting to be far from the goddess (and also seeking the safety from the cruel world they had known), they ended up expanding upon the temple - building a city around it - until it is the great and shining city of the sky. Now, no Avian lives in the world below, and most of the world below sees them as only myth. When they do travel down, it is usually part of some holy crusade or pilgrimage. In Avian culture, men and woman are equal in all ways. FallenIt is assumed that you know of the Avian. Take everything you know about them, and throw them down on the ground, twisting their bodies and religion into solitude, and life on the world below. They are usually poor, and always shunned by their Avian brethren, if not killed on sight by them for their heresy. Religion:AvianAvian follow the goddess of order. Not as humans do - they REALLY follow her. Directly. There is no avian that does not, and those that do become twisted versions of their former self, and loose her blessings... such as the blessing of flight. FallenThe Fallen have forsaken the Goddess of Order, and as such she has stripped away all her blessings, and bestowed her curse instead. The curse of her husband's children. Try as they might, they can never get back into Order's graces, for once she has made her decision, she never changes her mind. Language:AvianMarhoo is the language that the Avian speak. It is a rolling language, with lots of rolled sounds that are difficult for humans to make. However, Avian can easily learn most other languages, and mimic them perfectly. FallenMarhoo is the language that the Avian speak. It is a rolling language, with lots of rolled sounds that are difficult for humans to make. However, Avian can easily learn most other languages, and mimic them perfectly. Common Names:AvianAurauhn, Houroun, Mmaag. They do have "last names" just as humans do. FallenAurauhn, Houroun, Mmaag. They do have "last names" just as humans do. Thoughts on other races:AvianSiren - A great and noble people of the endless waters. Their city is as mighty as our own, but they do not accept our Lady's grace. She allows them however, so they will stay. Be polite to them, and you may learn a thing or two. Xenokwal - Strangers to the Goddess' grace and land, but live far beneath it. She allows them however, so they will stay. You will likely never see one. All other races - A small, unblessed nation which needs guidance and cleansing equally. FallenNone yet.. Story about the life of..It had taken him three months to craft such a fine tithing for the Lady. He sat at his worktable, head resting on his clawed hand, contemplating over the work he had done. It was beautiful, almost perfect. Well, perfect for what he could do. It was golden, delicate, with sapphires faceted within' it's body - a beautiful broach of sorts for the Lady's hair - a hair-cage. If only he had hair, he could test it out, but the feathers didn't quite work the same. Yes, yes it would do. He stood on his two feet, and swept down to pick up the delicate trinket, placing it in his silken satchel resting lightly at his side. He swept up his semi-transparent garments, and flipped the end of the long sash over his shoulder, which fell like a cloud down to the nook of his arm. With every step he took, the garment flowed behind him like a mist - and every step he took over the marbled mosaic road caused his claws to make a light "clinking" sound - echoed in turn by the bells that hung off his waist-sash. It was a long walk to the center of the city, but he dared not fly - not quite enough room between the buildings - aside from which, he (like most) found it quite rude to the Lady - if you were to make the journey to her temple, you should take the effort to walk, and fully enjoy the sights of her city's beauty. And that's exactly what he did. He marveled at the pale blue, teal, and white marbling of the mosaic tiles beneath his feet - the intricate designs that they made - the pearlescent sheen over every piece of stone. He looked to the horizon, and marveled at the sunrise - the beautiful hues of pink and lavender that painted the sky. He smiled at the thought that from here, he couldn't even see the land far below. He looked at the towers all around him, the tall pillars, columns, and archways. The pyramids guarding almost every doorway. He stopped to touch the flowering plants of the gardens that lined every single edge of the roadway - the curling fronds of the ferns, the delicate vines of the white berry-producing Lady's Pearls. He heard a familiar chime-like sound, and looked to his left, seeing a sentry's trusty companion, a Torstea - a delicate creature formed by the Lady, and for the Lady's people. No doubt it would serve him or her in their pilgrimage in the world below. Poor creatures, never knowing the blessings of the Lady. Oh, how he wished he could have one though, but it was not his place to want - they were given to those who served the Lady, and only those... did he not serve? One day, he had hoped and prayed that she would notice his tithings, his devotion, his want - and she would smile upon him so he could serve her better. That's all he wished, was that so much to ask? Ah - he'd arrived. The line. As it was every day, the line leading up to the temple was long, snaking it's way through the streets, each person of the city anxiously awaiting their turn to bow before the Lady - most carrying some sort of tithing for her. With all of the tithings, surely there would be no more places for her to put them - and her temple was certainly not cluttered, he wondered often what she did with them - but it was not his place to wonder, for she had powers beyond even his most wild of imaginings. There was a woman standing in front of him in the line, and having little else to look at aside from the city he'd already stared at before - or the sunrise which was quickly turning too bright to stare at, he contemplated her instead. He smiled inwardly at himself at her form, and knew that the Lady knew what she was doing when she saw fit to bless his people. Her feathers were soft on the inside, and sharp at the edges - almost like a hawk. They were a dusty brown, with red at the tips - and she saw so fit to decorate each and every one with feather-dye, making an intricate swirling pattern of red to match the tips, making her look even more delicate that he originally thought. Her beak was curved at the tip, and deadly-sharp, her eyes the color of spun gold, and her wingtips folded over one another quite neatly as she stood there. On her head, clipped to the feathers there, she had a delicate piece of jewelry - and he wondered what her tithing must be, that could be more beautiful than that.. more beautiful than her. He shook his head to clear his mind, it was not his place to think of such things - he'd yet to even earn the direct blessing of the Lady - he was not satisfied with himself yet, for as his Lady sought perfection, so did he - and as he had yet to achieve even something similar to it, he was not yet "good enough" to have such thoughts - he was not worthy. Oh, Lady, perhaps today would be the day. When he finally did reach his turn at the temple, he passed the deep blue stone, like sapphire, polished to a mirror-like finish so that he could see himself as he walked - the flecks of silver in the stone looked like stars. He smiled to himself at it's beauty, and concentrated on the floor, following the golden line that led up to the Lady's throne - he dared not look up to her, he daren't not offend. Once he reached the symbol of the sun, he kneeled on the floor, spreading his wings out wide, and low, letting them drape like a great cloak across the floor - begging her to remove them should she deem fit, his head hung low, his brow touching his knee, and both hands firmly planted on the floor to balance himself. "My Lady." he whispered, not wanting his voice to break her thoughts. He was going to reach into his pouch, and immediately pull out the trinket to leave at her feet, stand, his head still hung, and turn to take his leave of her has he had always done since the day he was old enough to come to the temple on his own accord - but today, it was different. Today, he heard a voice. It was soft, and beautiful, a almost a trill within' it, like the sweetest of doves, "Your consistency is commendable..." That was when he was caught off guard, and he glanced up at the source of the voice, he couldn't help himself - and he silently cursed himself for it - looking back to the floor, keeping his beak shut and hoping he had not offended too greatly. But the deed was already done, he had seen. The vision of them was burned into his memory, and he didn't even want it to be removed. Like a painting that would never leave - an engraving in the stone on every home's empty side, the murals that depicted their devotions. She was like nothing he had ever seen. She was... almost human. And the one who had spoken to him was the Zephyr, the wind - the voice. She was the one of his people who had been chosen to stand at her side always - he had known of her... the white falcon. The hound sat at her right, almost as sharp as the Zephyr. If he had looked longer, he might have seen the spider perched upon the throne somewhere, but he didn't - he knew she was there though. The avatars of the Lady - how had he been so stupid as to look at them! "You know," the voice broke the silence again, a light chuckle in the air, "you are one of the few so humble... what did you bring today, Kholu?" He reached into his satchel now, and pulled out his trinket, one hand proud of the fact that it's sapphires matched the floor on which now he kneeled, and cursing himself silently for not having worked on it longer.. it was not yet perfect. He laid it on the floor in front of him, and sat it directly in the center of the sun's mark. Then he felt it while he was distracted with his movements. A hand upon his head. He knew it wasn't the Zephyr, and he wept silently. She loved him. "Go now," the voice spoke again, "you've a duty awaiting you." He bowed even lower, stood, turned on his heel, and strode again across the temple's great hall toward the exit, pride swelling in his chest to the part where he felt as though his heart would burst. And standing there, waiting for him, for HIM at the entrance to the temple, was a Torstea - it's rainbow-like hide shimmering in the sunlight that filtered in through the great archways. It chimed at him, a series of noises that pleased the ear, and he couldn't help but to smile. As he strode past it, it turned without word, and followed him - for the Lady had given it to him. The Sentries, Crusaders, and Pilgrims all met with him with open arms - and they dawned him with his own equipment for better serving the lady. The Legatus strode up to him, and handed him a curled scroll, his very first orders. It was time it seemed, for him to see the Land below. He wondered what it looked like - he'd heard of trees - trees that grew from the ground - and numbered as many as the feather's on a man's back. He heard of creatures that burrowed in the ground, and never knew to stride above it. He heard of stones the size of a hundred cities combined, and bodies of water that stretched as far as the sky itself. He was proud, and very afraid. His first orders, as it would seem, were the orders of a Pilgrim. They were simple, and non-combatant. He was to travel down to the land below, and observe the world. Should he perform in combat in a way not befitting of the Lady, he would be banished. He would be sure to only defend himself - for one day, perhaps one day he would become a Crusader - and there would be a time for combat. He watched the Crusaders as they suited up, they had already given their own tithings in a different way - for they no longer needed to enter the temple for the Lady to know their love - they only needed to kneel and pray (most had their own altars for her tithings and devotion). They dawned their armor, mounted their steeds, and took off to the sky - their steeds bounding on the air almost effortlessly as they strode toward the land far below. There was corruption below they had to cleanse, and they would do so with the fury of a thousand storms. As for him, he mounted his own steed - the feel of it foreign beneath him, clutched his new gear, and held onto the steel-like mane of his mount as it bounded off in it's own direction - taking him to strange new places. It would be at least a year before he would see the city again - and as the Lady had need of him, he didn't even stop to say goodbye. This was the happiest time of his life, and he was excited already when he could return, to tell the fellow Sentries of his service, and kneel before the lady again. ------ Across the street, from her own marbled yard with it's carved stone garden, Aulaa stood and watched as the devout left for the day. It wasn't often that new devout were chosen, but when they were, she always rolled her eyes and shook her head. Reaching up, she petted the head of her faithful companion, the Skeel - she named hers Tooka. Tooka was a much better pet than those great Torstea anyway - at least her Tooka could fit in her house! She finished her chores of plucking the ripe berries and nuts growing along her side of the road, and placed them in the ivory basin to go on her table for dinner later on. Before she left her house, she knelt briefly at her shrine for the Lady, lit another stick of incense, cleaned off the ashes from the old one, and added a single one of the ripest berries as a tithing. It wouldn't be there when she got back, it never was... Was it the Lady? Or had Tooka simply eaten it? Silly little Nautilidae, he was always causing mischief. Now that her devotion had been performed, and her tithing had been made - she touched her brow for the Lady, and left the house to go to work. Not everyone could spend so much time in devotion - and she hardly had time for lines. A woman had to sleep after all, and she had to work as well - somebody had to make new clothes, do the pottery, mason the stone, go down to the world below for new skystone! She was a humble woman for sure, but she had work to do! Surely the lady, of all people (if one would dare compare her to a person) would understand that - the city doesn't build itself! She passed by the line of hopefulls, and tried to ignore the Crusaders as they rode off with their mounts, armor, and glaives - and silently prayed to the lady as she went to walked toward her place of work. ********* (Spirit used this to describe the Race as a playable starter character) Avian (bird-folk) - These proud people are the servants of the goddess of order. They are beautiful, proud, and vain. They live in a temple-city that floats high above the world. Most people down on the ground only see them rarely, and when they do, the word "crusader" is often used to describe them. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Avian Species DescriptionThough they don't have wings (or if they do, they fail to work).. they always have feathers of sorts, and often times beaks... The Kairfuryoo are most certainly Avian! It is rumored, that through the use of magic - they can one day revive their ancestory, and take the shape of a flyer (grow wings upon their backs), but as it stands, they walk upon the earth. * Avian always have some form of feathers * Avian cannot fly, even if they have wings * Avian are warm-blooded * Avian walk on two legs, and have opposable thumbs * Avian talk, but always with an accent * Avian lay eggs * Avian lack secondary sex characteristics (like breasts)
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Post by Twilight-Claw on Nov 2, 2019 17:28:59 GMT -6
(This is copied directly from Tapatalk with Spirit talking about their Race.) Okay - so.. there are several things we know for sure about the Xeno-Kwal, but for the most part, their people is a mystery to us. Today however, we get to learn many new things about the Xeno-Kwal which most of the world still remains clouded about. (which basically means - keep in mind that unless you are a xeno-kwaal, you won't know this stuff!).. We start today's biology lesson by taking a look at a sketch done by a local scientist, which you all happen to know the name of. XD This sketch is of a Xeno-Kwal male without it's armor. The first thing we'd like to note is the fact that a Xeno-Kwal (without it's armor) seems (deceptively) frail. It's skin is soft, and an exoskelleton is actually quite rare.. The skelleton appears on the head, along the "gills", the "shoulders", and "feet".. They also have wing casings, but usually no wings. The rest of the body is soft, like the flesh of a larvae. They may also seem un-naturally thin, but this thinness is not for lack of strength or health, in fact, a Xeno-Kwal is much stronger than a human. The second thing we'd like to take note of if their faces. All Xeno-Kwal it seems have large heads and small eyes. Very thin, delicate, and sensitive antennae sprout from the back of the head, and can be either stiff, or wave around like strings (depending on the Xeno-Kwal's mood). They can also lay flat along a grove of the creature's exoskelleton formed skull. They always have four small "mandibles" (or palp), and jaws that are good for gnawing. All Xeno-Kwal have a ridge upon their back made of several rounded "spikes", as shown in the illustration. Between each of these ridges are brightly colored (in our specimin, it was red) "lungs".. The use of these is still unknown, as Xeno-Kwal cannot use them to breathe underwater, but they are needed... Perhaps the Xeno-Kwal can "breathe" magic, or some other source that we've yet to discover.. the labs is currently working on this riddle. Every part of the Xeno-Kwal's exoskelleton is covered in ornate runic markings, each indiviual to the particular being. On a single specimin, nearly 4 thousand markings were found. As it is noted, Xeno-Kwal have wing casings in many cases.. Some are long and thin (like tendrils), others are short and fat. None of the Xeno-Kwal can fly - but the casings are used as an addition means of communication. They rattle, buzz, click, and vibrate. It is apparent that humans cannot hear all the sounds they make, nor do they know their meaning.. But it is at least obvious to the human races that a Xeno-Kwal with a flared out and clicking "display" is not happy. The next thing to note about the Xeno-Kwal is how people see them.. You may never see a Xeno-Kwal as was shown in the illustration. Each Xeno-Kwall is 100% covered in ornate (unique) body armor made of some strange metal. These metals range in color from black, to gold, to metallic blue - and sometimes milky white. They're any color but neon pink, really. The design of this armor must (of course) match the Xeno-Kwals own body enough for them to be easily mobile, but the design is such that... It's breath taking really... You will never see two alike, and they must be carved by the individual who wears them.. Not only that, but the carvings.. All the armor is covered in carvings. Thousands upon thousands of them. Unlike the exoskelleton, these are not just carved.. Within' the grove of each marking, they seem to have placed the foundings for some sort of mineral or crystal - and within' them, grew them. The "red" (or whatever color it happens to be) markings on the armor is colored this way because they are billions of tiny crystals grown in such a manner. If the exterior of such a suit was not impressive enough, the interrior is as well. The helm alone is the source of wonderment - for in the inside of it I can see what appears to be millions of tiny glowing lights, darting around on invisible "strings", racing along the lining of the the help. The purpose of these "lights" is still unknown, but most likely it's somehow tied into the crystals, and the runic markings. Within' the inside of the helm, you can also hear a faint humming... A human however should probably not actually try ON the helm, for it will result in instant death.. your brain will melt. *tries to find an excuse to NOT explain how he knows that* To say the least - the Xeno-Kwal will remain a mysterious people, but at least this may help in our understand of them - and give them a little more room for respect. Oh yes, on a last note... The Xeno-Kwal came from underground.. The entire world it seems is riddled with complex catacombs in which the Xeno-Kwal live (beneth it).. On rare occassion, one will emerge to the surface, but for the most part, their lives will remain hidden... Not even the mines are deep enough to see the Xeno-Kwal. *******
As for a few clarifications on their culture.. Uh.. For starters, we don't know for sure whether the Xeno-Kwal are super magically inclined, awesomely psychic, can extract strange powers from crystals, can travel to other dimensions, or if they're technologically so advanced that it's beyond our comprehension.. We don't know any of that (if any apply at all) for certain - and the Xeno-Kwal would certainly not to anything to endanger the sharing of this knowledge... Thus, if they had "powers over crystals", they wouldn't use them in fear of other people seeing them being used. We don't know anything about their culture, safe for how intricately they design their armor, and how meticulous of a people they are. I highly doubt they have a "hive mind" (or even queen) for that matter, as each Xeno-Kwal is an individual. On a note of their armor, keep in mind that nobody (except the labs and the xeno-kwal themselves) know that this is armor, people simply think that that's what a xeno-kwal looks like - and assume it's an exoskelleton. On the note of their culture - that also would not greatly effect the creation of a character. What an individual Xeno-Kwal is doing above ground with a kennel is entirely dependant upon the individual - and their history of "what was before - underground" would not enter gameplay, as we do know that a Kwal would NEVER provide a single tidbit about their culture/history to anyone.. they don't like outsiders. So.. as far as that goes for character creation, it's un-important.. What IS important though, is the sheer "feel" that these creatures have, as well as their biology. If you're going to play a xeno-kwal, after all - you need to know what they look like, how they move, and how (even if it's still mysterious) how they think.. it's a very distant and.. alien... way of thinking. *******
Xeno-Kwal are very shy and distant. They probably think of the surface dwellers as something of a curiosity - wanting to "see what the things do", much like a child fascinated by an ant-farm. They have a general respect for other cultures, but refuse to take any in, and are fearful of allowing theirs to be "known". This perhaps goes in with the "shy".. Though - I'm sure they have no problem in expressing themselves - they still wouldn't want to be "infected" by other cultures.. much as a child with that ant farm wouldn't wanna' stick their finger in there. The above answer covered half of this.. but as for the slaves and pets - I do belive that the Xeno-Kwal find great pride in their own work, and would never allow anyone else to do it for them.. Thus, they would not have slaves.. How would they know that a servant would not build that wall just right, or carve that statue perfectly? And they certainly wouldn't dare let anyone else carve their armor for them, not even their own mother! It's safe to say that they're EXTREMEMLY smart, but with a culture so distant that most "other" races would consider them "dumb" (only for a lack of understanding and communication). As for the pets, I'm sure they'd love to own pets for the same reason any person would. :3 Well, they certainly like to watch them, but as stated earlier - they fear getting "infected" by other cultures, and generally refuse to take on anything new.. But.. perhaps they'd LOVE to trade you something for that pretty necklace, it's so nicely designed - did you make it yourself? Honestly - I've no idea. I know that if they have any belief system at all, it has to do with energy, crystals, and a "perfectly crafted world" - even with it's imperfections, it just adds to the marvelous design. If they had a god at all, it would be of architecture.. No doubt their religions are just as vast as humans, and it branches off into many many possiblities (depending on what part of the underground they're from).. No doubt also, there are many individuals without religion at all. The underground is like.. the world's largest city.. Literally - as it spans the ENTIRE world. Of course, some parts are more populated than others, but.. Some work, some are "priests", some are technicians.. Every single one of them has a "trade" skill (carving, building, architecture, art, "music", religion, science, mining, etc)... So - everyone has a use.. Everyone contributes to the "world" in some way, but never for money. Xeno-Kwal have no use for it - they work for free, for the greater good of all things Kwal. When they leave underground, no doubt they have some trouble starting out with this whole idea of "money".. they work, why should they pay for something?.. Food, after all - is free. For the most part though - each Xeno-Kwal is individual on their day to day activities - they spend all of their time living, "designing", and "working"... even playing. Kwal eat fungus, lichen, and molds.. and.. other various "plant/animal-like wierd things that we can barely imagine that grow undergound". They generally don't get access to regular plants and animals - but I'm sure it wouldn't hurt their system.. Extreme foods (like those poisonous to us) - or even extreme foods like lemons (for their high acidity) would be... bad. I'm not sure about love.. But I DO know that a Xeno-Kwal will take the best possible mate for producing offspring, then pair with them for life, making a very very stable family unit. Each one of their offspring (though theirs individually) is "community property".. though they concentrate the most on raising their young (and that's who the young live with), their neighbor would just as likely play with, feed, and scold the children as they would - after all, they wouldn't be "selfish" in Kwal culture, even for their own children. I'm sure to a Kwal, the idea of "keeping your children to yourself" is viewed selfish and very bad for the children. As Xeno-Kwal however seem to have many passions - such as their carvings, crystals, and even watching the cultures of above and owning pets.. I highly doubt love is too terribly far-fetched of an idea. Love is most likely possible, but I doubt it takes a factor in who is their mate.. Unless, of course - there's a strange attraction. ;3 Each leg (including the front two) can move individually... "arm" and "leg" are the same.. Each one can grasp like a foot, or a hand with the delicacy of any of your fingers. They can climb on walls, weave (even with their back toes), and dance. It is most often that you see their "top most" appendages (arms? legs?) being used as "hands", for the sake of balance - but they can use any of them for such a purpose. Likewise, they can walk on all six "feet" just as well as they can four or even two... Of course, more feet on the ground = better balance. A different scientist has rendered a new, more accurate sketch of a Kwal. Obviously, this sketch is showing the Kwal standing upright, and not walking on four (or six) legs. It helps a lot that we now have (a few) LIVE Kwal to work with here at the labs. Notice the written notes on the sketch. Also, as you can see, the jaw opens sideways. It has a top jaw (stationary), and a lower jaw which opens sideways into two halves. Also, the legs are not "jointed" as normal animals' legs are jointed - the closest thing to describe it is "double ball-jointed", which means there is no "foreward" or "backward" for their legs. Nope. :3 Baby Xeno-Kwal just look like "chibi" versions of their adults. And, instead of being shed, thier (few) exoskelleton parts grow with them just as our bones do. There is a distinct male and female (two genders) - but how they tell the difference would be a mystery to all other races.. obviously, the Kwal can tell the difference, but.. uh.. maybe they can "sense" it (like with their antennae?).. Gender "role" however is non-existant. A male is exactly equal to a female in society, as it is in family (with the exception of course - of who carries the children - duh). In fact, there are so little differences (asside from primary sex organs) that a stranger would not be able to tell the difference from looks, culture, OR family. I suppose a Kwal is considered an adult the moment they reach sexual maturity - which is (almost) the point when they reach full size. The "newly grown" young would not stay in the same house as the parents, but would instead immediately go about crafting their own - within' reasonably close proximity to their parent's... I suppose it's safe to say that villages are constantly expanding. They would still visit their parents I'm sure, but most likely no more often than they would their friends. Arranged marriages probably happen 25% of the time, but it's no "upset" to be married to somebody you don't know - after all, if they breed to produce the best offspring, obviously those arranging the marriage feel that that match (with their greater experience and knowledge) would be best suited for the job. If anything - a Kwal would be happy to have an arranged marriage, for the elders know more of "what's best" than they - who'd never produced offspring... On the note of "constantly expanding" villages.. When a Kwal (and it's mate - if it has one) dies, their house is not taken over by "somebody else", instead, it's completely removed, stone for stone - and a brand new one will eventually be built in it's place.. after all - they wouldn't allow somebody else to have built their house for them, now would they? And - on that note.. When a mate is chosen, there is also the matter of "who's house do we live in". Both members would inspect the others' house, and would decide which was more skillfully crafted. They would both live in the "better" of the two houses, and the "lesser" would be demolished to make room for somebody else. IF there was a problem in deciding - then BOTH houses would be demolished, and the pair would have to build a new one together... It's no joke that they won't let something be done "half-assed". XD Education is very very VERY important to a Xeno-Kwal. The children are not only "home schooled" by their parents - but "side schooled" by their neighbors whenever possible. Every day, the young will also go to a public school (as there is no "elitism", public school would supposably merge right into college). Their major focus would be their "public school" - and failure of any kind would be highly frowned upon. There is no such thing as "dropping out", as failure is quickly met with "keep doing it 'till it's done - even if you're schooling 'till the day you die"... Some will continue to go to "public school" for the sheer joy of "knowing more" - even though it's not required once they meet a particular standard. Apprenticeships is 100% optional, but as every Xeno-Kwal prides themselves in having (the best) personal skill - 95% of all Xeno-Kwal will (as soon as possible) seek out a master to teach them all they can - and will (try to) expand personally on what they learned from them, improving it. Getting an apprenticeship is of course very difficult, as no Kwal would want to discrace themselves by having a poor student - so one must work very hard to get said apprenticeship, and would be loathe to "screw it up" and loose it. All of the apprenticeship of course - comes in between "public school" - and one must not forget the individual teachings of the parents (or neighbors)... So, apprenticeship is usually taken up after one graduates or becomes an adult - because that's when they have time to do so. As far as "subjects" go - all Kwal must (obviously) have a basic knowledge of growing their own food, building their own houses, carving (and crafting) their own armor (which takes a LOOOT of time to learn to do - given how complicated it is), and knowing how to keep healthy... Other subjects would include .. pretty much anything your imagination can come up with for "normal human society".. Math, social studies, art? Does that mean they can smell certain types of pheromones like real insects? The Xeno-Kwal actually have live birth - of which there is usually one child. Two is rare. Edit (Spirit had forgotten they actually lay eggs); Okay! Erm.. Xeno-Kwal lay eggs, and.. to take care of the eggs, I would assume they'd be kept in some sort of "nest crib" type thing - as you would keep a human infant. Once the Kwal hatches, it's able to walk around (almost) as well as an adult - so it no longer needs to be contained or carried - but it's not uncommon for adults to carry their offspring after they hatch anyway. They actually do keep some animals about as pets - but they look far more ... strange.. than the creatures in the mines - you may get to see some in the future, I have a few drawn up. ^.^ Nope. .. they appear "gem like" (seem to have no pupil). Yes, it is difficult to pronounce almost anything in foreign languages for them, and they are often hard to understand.. of course, each Xeno-Kwal (being something of a perfectionist) will try their best - with different levels of success... The Xeno-Kwal language is however, impossible for anyone else to pronounce (we don't even have all the body parts needed to do so!.. I mean.. we have one set of vocal chords - they have like.. 7! And that's not counting their wing casings or "silent" sounds they can make!)... "Xeno-Kwal" in fact is the closest a person can come to "pronouncing" anything in their language. Some of this in answered above - but... A couple would produce (generally) one child until it reach the equivalent of age 5, then - if they felt they were "good" enough at being parents (and had not grown irritated by parenthood by then) would make more... If they felt like it, they could have upwards of 20 over the years - but most would settle for one or two total. There is no punishment for many children, as long as you can handle them. Of course - if you (obviously) failed as a pair in parenthood, and continued to produce offspring, there would be a punishment.. I suppose that punishment could be considered "birth control". >.>;; There is a difference in "feel" from the largely populated areas to the quiet "farm like" areas.. but they all have the same "style" to them.... Hm.. how to describe this.. I'm not good enough of an artist to draw it - so I'll try my best with words and examples... It would have the general "shape" of a dome house, but would be just as heavily decorated and elaborate (but not nearly as large) as an ancient Egyptian temple... The entire house (just as their armor and bodies) would be covered in runic markings.. and the houses themselves would tend to "meld" into the earth - as does a funnel-web spider's home... though, it would meld "out" of the earth, rather than "into" it. Of course, yes - everything is made of stone, mineral, gems, and paint. There are however, no doors - and windows have no ability to "close". All doorways are rounded - and do not 100% touch the ground - one must "step into" a doorway. Privacy is not highly valued - but no stranger (save for children) would step into another's home - or touch their belongings. A Xeno-Kwal would live about 150 years. It takes about 25 years for a Xeno-Kwal to reach the equivilent of "14" (which is about the time a human reaches sexual maturity) - but "16" when they are full-grown (about 30 years).. So - from age 25-30, they "graduate" and move out of the home to create their own. It is safe to say - that their idea of controling lasers with their minds is not (we can assume) so far-fetched to them... Nor is the idea of creating a lighting system out of nothing more than quartz... However, their tools are generally metal (and shiiiiiiny), and they're very good at working with thier hands. As much technology as they may (or may not) have - they certainly appreciate the beauty of a hand-carved stone or metal necklace that took hours to create... Well... let's consider how much space the earth has.. if you don't have to worry about how much room the oceans take up... 100% of the earth's surface, covered in one biiiiig city.. Hm.. Billions upon Billions of Xeno-Kwal - and they still have room to grow. But, yes, they are also good at reusing what they have. There are of course, "wilderness" or "barren" areas - which are not used up... uh.. but they're also carved into the network, so they CAN be used and walked it.. they just aren't... I mean.. it's like they took the time to carve out "alaska", and don't use it! I mean.. they essentially did. **************
This part is taken from what used to be v3, giving just a bit more insight into this Race perhaps? Though, it could also be considered unrelated to v2 as most of the v2 Races became on there just a bit more different then what is seen on v3. ******* Biology:Biologically, Xeno-Kwal are quite alien. They are primarily insect-like in appearence, and no man has ever seen a Xeno-Kwal without it's runic-armor on. They can walk on two legs just as easily as they can walk on four, or even six. The armor alone is a source of awe. You may never see a Xeno-Kwal as was shown in the illustration. Each Xeno-Kwall is 100% covered in ornate (unique) body armor made of some strange metal. These metals range in color from black, to gold, to metallic blue - and sometimes milky white. They're any color but neon pink, really. The design of this armor must (of course) match the Xeno-Kwals own body enough for them to be easily mobile, but the design is such that... It's breath taking really... You will never see two alike, and they must be carved by the individual who wears them.. Not only that, but the carvings.. All the armor is covered in carvings. Thousands upon thousands of them. Unlike the exoskelleton, these are not just carved.. Within' the grove of each marking, they seem to have placed the foundings for some sort of mineral or crystal - and within' them, grew them. The "red" (or whatever color it happens to be) markings on the armor is colored this way because they are billions of tiny crystals grown in such a manner. If the exterior of such a suit was not impressive enough, the interrior is as well. The helm alone is the source of wonderment - for in the inside of it I can see what appears to be millions of tiny glowing lights, darting around on invisible "strings", racing along the lining of the helm. The purpose of these "lights" is still unknown, but most likely it's somehow tied into the crystals, and the runic markings. Within' the inside of the helm, you can also hear a faint humming... A human however should probably not actually try ON the helm, for it will result in instant death.. your brain will melt. Each Kwal looks unique. Not only physically, but also their armor. Keep in mind when making Xeno-Kwal:*They always wear their carapace, or "armor". *They have an "otherworldly" way of thinking... because they are, in fact, aliens... Though they've been living underground on this planet so long that their culture has long since forgotten that. Common Culture:Art and perfection. Architecture and craft. Perfection. Perfection. Perfection. They are a patient race, deep in the caverns beneth the world. Deeper than that. No, deeper. Just above the magma layer, yup. That deep. There is no natural light there, and they farm glowing mushrooms, and all the animals down there (them excluded) are usually blind. They can "hear" things that no ear could ever pick up... like how they can hear the electricity coarsing through your nerves. Xeno-Kwal are very shy and distant. They probably think of the surface dwellers as something of a curiosity - wanting to "see what the things do", much like a child fascinated by an ant-farm. They have a general respect for other cultures, but refuse to take any in, and are fearful of allowing theirs to be "known". This perhaps goes in with the "shy".. Though - I'm sure they have no problem in expressing themselves - they still wouldn't want to be "infected" by other cultures.. much as a child with that ant farm wouldn't wanna' stick their finger in there. Xeno-kwal are asexual. Though they do hold titles based on disposition (such as "he" or "she"), but there is no real difference - all Xeno-kwal are capable of carrying young. Religion:Patience. Mind. Self. It has to do with energy, crystals, and a "perfectly crafted world" - even with it's imperfections, it just adds to the marvelous design. If they had a god at all, it would be of architecture. Language:Other races call their language Kwalish. Kwalish is impossible for other races to even attempt to pronounce, so most Xeno-Kwal who travel to the "Overlands" learn to speak common - though their accent is poor, at best. Common Names:Xsi, Kaa, Tsu, Ta-ksi, G'has, Tsaa Thoughts on other races:Kapper - These live right below the surface, we hear them scratching at the rock. All other Races - What is this? ********* (Spirit used this to describe the Race as a playable starter character) Xenokwal (alien bug-folk) - Originally living on a planet in some far-away galexy, the Xeno-kwal moved to this planet because of it's prime living conditions.... deep under the crust of the world. They require the heat, pressure, and darkness that comes close to the planet's core. Anytime they come to the surface, it's to "observe - not interfere" with their neighbors... And they always do so in full mechanical armor, which most people just think of as an exo-skeleton to some "bug-people"... If only they knew how incredibly foreign they really were. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Xeno-Kwal Species DescriptionThe "insect people" are nearly and alien race.. their ways of thinking are usually abstract from those of the more traditional races - even the other Animalistic ones! They don't have backbones, but instead have a carapace (exo-skelleton) - and their culture is far different from what most people are used to... They tend to stay hidden from the world - and almost always want nothing to do with it. They consider themselves a "magic touched" race, but due to the constant argument of the more common races - they've been classified as Anamalistic. * Xeno-Kwal have a hard carapace (exo-skelleton) * Xeno-Kwal have an odd culture, and rarely speak the common language * Xeno-Kwal are cold-blooded * Xeno-Kwal do not always walk upright - but can manipulate objects with "hands" * Xeno-Kwal cannot fly * Xeno-Kwal lay eggs * Xeno-Kwal lack secondary sex characteristics (like breasts) * Xeno-Kwal must be approved by a staff member
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Post by Twilight-Claw on Nov 2, 2019 17:29:12 GMT -6
This info came from v3 about Siren's, though the first image you'll see comes from the 'How to Create a Character' page. ************ (Likely made by Eluuri) Biology:Most races are right to fear the Siren. And most races are also right to awe at them. They are the people of the sea - speaker of minds, charmers with songs, drowner of men. While in the sea, they seem to be "fish people" as many foolish sailor would insult them to say, but few Siren have mastered the art of the mind so greatly that they can alter their own bodies - when they decide to go on land, their "fin tails" retract within' their skin, and they can move on land. Not quite as a regular serpent would, but more as a Sidewinder would. Their faces are fairly flat, their eyes slitted (both in shape, and in pupil), their claws are sharp as are their fangs. They lack "hair", but rather have hair-like tendrils. They are a lean and dangerous people, who would just as happily mate with a human as eat them. Common Culture:They are a race with a (rightful) superiority complex. They are from an advanced kingdom beneath the oceans of the world, their underwater palace a world of grandure - and the minds of men are frail. So frail that should they scream to them (within their minds, of course) that the human brain would begin to bleed. Siren rarely have need to speak with their mouths (but do so usually to other races as a politeness... wouldn't want to accidentally melt their brains!), yet dislike outsiders and other races. They are the sort of people who would host you to a great feast and entertainment before they made war with you, but wouldn't go so far as to pretend that was never their intention. "Here, we shall kill each other, but first, let us eat together." They are as refined as nobles, and frivolous as dolphins. While the "men" are usually more peaceful and playful (friendly), the "females" are vicious and terrible predator-warriors. Gender however, is an opinion. Religion:Sirens have no formal religion. The closest thing to a religion that they have is that they consider their Emperor to be divine-touched. However, there is no form of worship. They may know of the gods, but they would not worship them, they would respect them instead. Language:Siren rarely speak with their mouths. They can speak with their minds. They can "sing" the siren's song (which is capable of making sane men jump to their deaths with a smile on their faces). And they can also speak with their mouths. When they choose to speak with their mouths, it is usually in the language of whomever they are speaking with. Common Names:When they choose to name themselves (for the sake of other races), they usually introduce themselves as a sharp sound, which pleases their own ear, such as Akio, Hideaki, Kazuo, Ko, or Takayuki. Thoughts on other races:Humans and Ersatz - Weak-minded, disgusting little creatures, but better than most. They are rude trespassers who think themselves "masters of the ocean" on their floating bits of wood. For some reason however, many Siren fall to the "charm" of one of these creatures (we believe it is a form of madness), and take them as a mate... Humans and Erstaz are the most easy race to alter the minds and bodies of... their minds are weak, and make poor parents. Ssashirk - A draconic once mated with a man. The result was a Ssashirk, and thus the whole race was born. Weak-minded but tenacious. They live in the desert however, so you'll likely never see one. Beast-Walkers and Panite - They were once men, but now they are beasts. Beasts that can speak, which is not a remarkable task. Worthless things. Kapper - Their minds are shattered, their society twisted. They are clever, this is true, but their cleverness ends at the physical. They make good pets. Avian - They avoid the water. We avoid the sky. Best it stays that way. Xenokwal - Beyond clever. Intelligent, but too organized. When disassembled, we found that their shell is in fact armor, not shell. They scream with their mind, yet are deaf to our songs. They swim poorly. No point in killing them anymore, as their trespassing's are acts of child-like curiosity. This is one of the few races truly worthy of a real conversation. Uthax - They have never trespassed on our waters, but they are a large and quiet people. Story about the life of..He watched in dismay as his brother's life was fallen before him. He knew that he would never see him again - he was dead to him now. Or perhaps fate would be better to consider him truely dead. The hole in the living rock allowed him enough purchase to see through, to see the open ocean far beyond the walls of the palace-city. Every once in a while he could glimpse one of the females - the flash of brilliant color shimmering deep beneath the waves. They were so distant there in their scouting that he couldn't even make out the weapons they carried, but he could imagine them. He could hear their voices in his mind, that silence that they screamed. All was silent and calm out in the waves. And soon, his brother would be amongst them. His flesh would be twisted, his face distorted... he would be no more. He would join them there in the deep. Ichi turned away from the peering hole, and glided his way down the vast halls of living rock, passing by and over non-blood-brothers whispering to one another. Playing, bartering for the goods they took care to sell, and mating. It was all the same. He had no heart to join them, for he was too lost in his grief to take any joy in the regular activities of the day. Instead, he made his way toward his brother's chambers - soon to belong to his sister and her life-mate. Only when he got here, he hadn't the heart to enter, and he passed it by as well, slowly turning toward the seer's grand hall. The others could feel his grief, and reached out to comfort him, the softest touches - but he ignored them all. The seer's chamber was huge - and it's walls were the darkest of corals - they had been touched so often that their walls were smooth as glass, and reflected even the soul (it was said) in their depths. All along it's surface, small creatures clung to life, sparkling and glowing faintly, as if they dared to defy the world with their presence. But the seers paid them no mind. They never did. They had long since gouged out their own eyes so as to better see, so the glowing slugs entrapped in the ebony coral they paid no mind to. The heart rested on a dias at the center of the chamber, it's center swirling with the purest of blues and greens - a small ribbon if white dancing in it's mists. Not even their fellow siren could understand their ways - and their mystery perhaps is what drew him here. When he glided his way into the chamber, it did not surprise them. Instead, they all turned their empty sockets toward him, and stared through his body, deep down into his soul with their eyeless faces, blank of expression. He froze, and averted his gaze, looking instead to the floor, coated in the finest of black sands, and waited. It felt like an eternity, but eventually he could feel them, feel them move away and so he looked up. When he saw, they were all hidden amongst the walls - their own black scales matching the crooks in which they rested - and a single seer was looking at him - waiting for him at the dias. His blood ran cold. It was a woman. "Come." her command was simple enough, whispered lightly into his mind's ear, but the echo of it screamed in his brain. She was so strong - even a whisper could crush him - and he quivered, slithering foreward as quickly as possible, his belly touching the sand in submission, his head bowed - until he reached the dias where she waited, looking up only briefly - but he could not bare to stare into her face. She reached up to the dias, and waved her hands over the crystal that rested there - 'the heart' it was called, and rightfully so, for as rumor had it, it was literally the heart of an old glory, a god of the sea, and it's soul still pulsed within'. "Your grief is misplaced..." her whisper scolded him, and if he were able to lower his head further, he would have - but it were not possible. "I.... he will be dead ... to me." Ichi replied, his own voice shattering the silence of the seer's chamber. "No. She will kill you." her thoughts were simple. Quiet, and harsh. They were not for comfort. And he felt as though his heart would shatter. It was true, he was lost to him now. "A soul from the land screams in mourning for you. You will go. Or you will stay, and she will kill you." her whisper to his mind was sharp again, like a knife. What was this "soul" that she spoke of? Where on the land? Must he go? Would she truly kill him?... Yes... In his heart, he knew it to be true, but he couldn't accept it. He couldn't. He choked on a sob, refusing to let it escape his throat. Her brow furrowed, and the words came to his brain like ice, "You use your tongue to speak. This flaw will be your gift. Take it with you.". She slowly turned from him, and began to glide away. Clearly, her wisdom and advice was done for the day. He would dare not ask more of her - for not only would he be tempting the seer, but a woman as well - a dangerous game, he knew, even if she was placid in her old age. ---------------------- Back in his own chamber - the world seemed to melt away around him. Kamage felt his insides burn and twist and melt away, just as he could see the walls of what was once his home do around him. The pain seared through his body and mind, and even soul - like a great vent of red-water from the depths where no light could touch - but it felt right regardless. He accepted the pain. He welcomed the pain. From the corner of the brightly-colored room, his mate waited. Coiled there defensively between the wall and the chest which contained the favorite of their belongings, his pet fang-eel wrapped tightly in his arms for feigned protection. It even dared to bare his teeth at him - dared - how DARE it bare his teeth at him! He's rip it's life from it's throat! Teeth, in his chamber, HIS! The room flashed violently red, and he uncoiled toward the serpent, making to strike out at it - destroy, but the pain wracked his body and caused him to draw back upon himself, only to watch his mate flinch in the corner - cowering there in fear with the equally frightened eel baring it's teeth again safe in his arms still. What was wrong with him? Why would he do such a thing? He liked the stupid little eel - he hand fed it from a hatchling. It was so afraid... and look at his mate. How he shivered. What were they afraid of? He moved to twist his head around to see what else was in the room, what other danger there could have been, but the pain in his face caused him to just bury his head in the silks instead. He tried to ignore the pain, and turned his thoughts toward his mate - tried to focus on the good things. Kamage remembered his mate, remembered his gentle touches. He could remember how kind he was to him, and every intimate detail when he had taken him. Why was today different. Why was there pain today? Why when he was taken by his love, when his love - who had ever been so gentle with him, even at this time, when he had been coiled inside of him - had there been pain? Why was his gentle lover now in the corner? Huddling there with his pet? He didn't understand. He wanted the pain. He NEEDED the pain. And like the room, like his body, like his soul - his mind melted away, and all thoughts bled from him. He hissed violently - and his gentle mate in the corner tried to make himself all the smaller. The eel screeched. ----------------------- As Ichi left the seer's chamber - he felt the stab in his heart. All of them felt it. The fellow non-blood-brothers twitched in the halls, and all trade seemed to stop. Here was a pause in the merry-making. A pause in the trading. A pause in the playing, and mating, and even a pause with the mer-man - the creature they knew had no true soul. They all felt it, though some more strongly than others. Ichi felt it the most however. This was his brother. His brother he felt. He could feel his pain echoing through the halls, and all was still. Slowly, the cause dawned upon them, and quietly the others went back about their business. But not Ichi. Ichi was stricken with panic. He was in pain! Pain! He could feel it! And without a further thought, he raced his way back through the hallways - past the mosaics and paintings, and bright colors. He raced past the marketplace, and the winding stair - rushing toward his brother's room. He reached the door - noted by the bright violet coral that his brother had loved so much, and the coral recognized him and parted as he reached it. But what he found inside was not his brother. He could see his brother's mate in the corner, huddled in terror with his pet Eel - and in the bed - writhing in pain was.... was... The female looked up from the bed - her scales turned from the dusty lavender they had been, to a brilliant swirling flash of almost neon colors - violet and orange, stripes of white and black - stark and harsh. A warning - if there ever was one. A warning of color to easily match her face. Her face, where once had been his brother's - a soft thing with kind eyes - was now sharp and harsh. His cheeks had left him, exposing the wide row of teeth which now were lengthened and wicked like daggers. There were no lips to smile - only fangs to rend flesh. His claws were now talons, and his fins were lined with thorns. No. Not his. Hers. He was too late. She - who had once been Kamage, looked to his brother Ichi - a stranger now. A stranger, and an intruder in his mate's chamber. HER mate's chamber. HERS. Intruder. Intruder! Mate-slayer! Egg-snatcher! Intruder! Intruder! Ichi froze briefly in terror, just as his sister's mate had - but the terror rose in him faster, all the better for his survival - for his sister screeched at him, and in less than a second was off the bed, and chasing after him like a shark after a helpless baby dolphin, alone and away from it's pod. And so his brother was - and he turned and bolted. Gods and Spirits alike - he should have heeded the seer! He should have heeded her! She told him, TOLD him she would kill him! His heart raced, and blood pumped through his veins so quickly that he could hear and feel his pulse all the way in his ears. She was chasing after him, and he dare not slow down. If she caught him, he knew what would happen. They used to play this game when they were brothers, the chasing game - and Ichi had always been faster. But that wasn't when it counted. And gods, it counted now. He weaved to the left, then to the right - knocking over carts and stands, lovers in the halls, and even an emissary of some kind. He hadn't even room in his mind to apologize - all his mind was focused on the flee. Close behind him, so close he could feel her presence upon his tail was his sister. While he simply tried to make his way foreward, she destroyed anything in her way. Any cart that barred her cracked and snapped with her fury, and any man that was foolish enough to not part for her was parted BY her and her claws. He was beginning to tire - but her fury seemed to have no end. He had to think of something, some way to escape her - some way to... the seers! The land! He changed his path, and weaved his way toward the window - squeezing his way through it to escape. She didn't bother with squeezing. She simply broke through it, shattering the living-stone as she went. Blood from her scales filled the water where the impact hit her - but she only snarled, and seemed to have the blood fuel her fury all the more. Those shapes. Those shapes he had seen before off in the distance. Those bright colors - where they getting larger? No, they were coming toward him. He she raised an alarm? They were hunting him like orcas keen on a seal pup! Spirits, he should have listened! He should have never sought him out - HER out, he knew better, he KNEW! He could see the colors coming toward him. She was brilliant green, and SHE was crimson like the color of blood - brilliant colors, brilliant colors. Beautiful, and deadly - the warning screaming in his head. God, he was going to die. There was nowhere to go - not left, not right, not even back with his Sister close behind him. But he was in the open now, in the ocean - not the palace-city - there was up and down as well! Up was frightening, it was of light and land. Down - down he had to go! Deeper, in the dark! In the - no... NO! Panic had taken him! As he turned to go down to the safety of the depths, he could feel the current turning as all the females swirled to chase him into the depths. He saw his "safety" down below. Down below, resting in the sands as they had been there all those years - and one more recently, as he would be soon - the bones of hundreds. Whales, men, skeletons of wooden ships - and even the tattered and pearly white remains of the bones of other Siren - males all. They had all fallen to the depths, never to rise again. When the females were on guard (as they always were), there was nothing that escaped their wrath. He was done. And he knew it. ----------------------- Kyou had remained in the corner for some time. He watched in horror as his mate twisted and changed before him. He told him that he wanted his children. He even knew what that meant - but the truth of it - the shock of it, could not be comprehended until he saw with his own eyes. At one moment they had been kissing - and in the next he had been... changing. Screeching, writhing - there was blood everywhere - and even his little Ki, his little Eel had attempted to guard him defensively. But there was nothing that could save him. And so he huddled in the corner, and watched as his gentle lover was twisted into HER. Then Ichi, his mate's own brother entered the room - and Kamage went mad. He... no... SHE had meant to kill him, and he only huddled in a corner and watched as she chased him out, no doubt blood on her mind. He was going to wait there, and know that Ichi - his mate's brother, his friend.... would die. It was quiet in the room now, the blood that filled the water near the silks of the bed slowly filtered toward his nostrils. It smelled different than his blood normally did. It was... stronger. He hated the smell. Ki, his eel, nuzzled him to try to make him feel better, and he looked down to it in sorrow. He couldn't let him... no, her... do that. Not to Ichi. He loved Ichi. SHE loved Ichi, he knew. He had to do something. She would never hurt him for he was hers as she was his, he knew that - but she'd hurt Ichi. Never hurt him. He had to stop her. ------------------------- She could smell him - smell his fear - smell her own blood in the water. Intruder! Egg-snatcher! Mate-slayer! She screamed her fury to her sisters, and every one in the water heard her call. They screamed together the battle-cry of the Siren Sentries, a soundless thing that makes the blood run cold - but to hers, it only made it boil further. Down they chased him - this intruder, and she could almost taste his flesh already - and she imagined already how his flesh would part between her teeth just as the water did now the faster she swam. Soon his bones would rest at the bottom of the sea surrounding the palace, just as so many intruders before him. Intruder, INRUDER! He had nowhere left to go, and he coiled himself in fear and waiting against the skull-bone of a greater whale. She slashed out with her talons, and he barely dodged, his blood and loosened breast-scales filling the salty water in the deep. The bones seemed to scream in envy - they wanted him to come and rest with them. She could hear them scream with want - calling to him. Begging of her to send him to them. Her teeth snapped, and claws flashed. Her frills extended and rattle, causing a shuffling and hissing sound in the water. Her sisters swarmed him, their ever-grin upon their faces - teeth gleaming white or black. They would not kill him. Not yet. This was her kill. Her intruder. Her hunt. They simply prevented this intruder from fleeing. But once her kill was done, they would help her feast. Oh, yes - they would. He screamed at her through his mind - words, they were words, she could tell - but she was deaf to them. What were the words of an intruder? It didn't' matter - and how DARE he have the gall to scream at her, to try to shatter through the barrier of her mind and reach her, reach her in her weakness, at her TIME of weakness - this change of hers? She was vulnerable now - and so was her mate, and she would NOT allow some... some... INTRUDER to harm-- They heard it. They all did. The faintest of sounds. So faint of a sound that it didn't even vibrate the water. It vibrated their minds. "Lonely." It cried. "Scared." It whimpered. "Need." It begged. "Come." It whispered. Everything was still. The intruder. The bones. The sisters. Everything. Mate. She was needed. He needed her. Now. She had to be there, with him. He was weak. He needed her. Her quarry - bleeding before her, her teeth already barely piercing the delicate skin of his neck, was forgotten. She loosed her grip, and he went limp from fear, defeat, or relief. It mattered nothing. Her mate needed her. She heard him. They all did. ------------------------- Kyou stood just outside the shattered window, looking down to the scene below him. He could see them while they hunted. See the bones that they all previously ignored. He could see the many scaled hides of brilliant and exotic colors, each unique in their warnings. He tried to swallow his fear as they approached - the whole swarm of them, to investigate his plea. He reconginzed her first. She, who used to be his lover. She who still was. She approached him without caution - her new colors of threat and war glimmering even in these depths. Violet. How he used to love that color, and how she must now. Accented with orange, and the stripes of black and white. She was beautiful, if not deadly. Of her, he was not afraid. This was his mate. His. She would keep him safe, even if she had forgotten her brother. The other females looked on in curiosity, wondering in awe over their new sister's mate. So this was he? He who made her? He whom she was willing to die for. To kill for? Interesting male, this one. Kamage knew Kyou's body. Knew every nook, cranny, extremity, and scale. Not a single one was to be out of place. She swum around him, petting him, pawing at him. Pushing her nose into every place in her thorough examination. He was not hurt? Not hurt? No injury? What was wrong? Why was he afraid? She would kill what made him afraid, she would. She would kill. He would be safe. Not a scale out of place. Not her mate. Father of her children, keeper of her children. Her-... no... no, she had been interrupted. Intruder? Intruder! Her frills raised and rattled, and she glanced back down to the disgusting creature laying there amongst the bones in fear - but a gentle touch swayed her mind. "Safe." it assured as he stroked her face, once it had flesh there across her jaw - but now every razor fang was exposed. "Need." it begged, when his hands traced down her back, smoothing her frills down flat. Yes. No killing. Safe. He needed her. And so there, amongst her sisters, she coiled with him. He would give her children - and they would be safe. He would raise them for her, and she would make SURE they were safe. No intruders. No egg-snatchers. No mate-slayers. He would give her children, safe in her coils - and all would be right under the waves. --------------------------- Ichi looked up. He could see the glittering forms above him. He could even make out the tangled mess of his friend Kyou, mating with what had once been his brother. He could taste the bitter tang of his own blood in the water. He... Kyou saved him. Was it on purpose? He... He looked up at the event, and thought bitterly - even if he did save him, it would not last forever. He'd best not be here on the borders with blood on his body, and stink of fear - they would notice him after they were done for sure. He clenched at his side to help with the bleeding, and slowly snaked his way through the water - leaving a milky red trail behind him. He would make it. He would. But to what end? He couldn't go back to the city - he had been so foolish, interrupting when he knew better... the seer knew. She knew... To whe-... oh... to land, isn't that what the Seer said? To land. To land. The journey to land had been long and harsh - but not entirely unpleasant. He made many friends along the way. A lamprey helped him heal. A whale guided him. A dolphin pod played with him and gave him comfort that his non-blood-brothers would once give. He even met a shark, who taught him a thing or two of catching fish, which helped greatly - for there were no feasts in the open as there had been back in the only civilized part of the world, the palace-city. When he reached land, he found it most un-appealing. The air burned at him, and he had to stop using his gills - them laying closed at his ribs was un-natural, but air through his face was not entirely dreadful. The water dried over his scales and gave way to wind, which also felt un-natural. It was three days of dragging his fin across the sand and rock when he had the idea to retract them. They were tattered and bloodied, and with much dismay (he rather liked them pretty and displayed out in the open), he sheathed them much like a cat's claws - leaving his tail to be no more than a barbed stump. He felt clumsy, awkward, ugly, and lonely on land. Not even a stray fish would comfort him - and they were of the dullest of minds. He reflected sourly back upon his sister. Kyou would raise their children well. The entire city would fawn over them, and say how beautiful and strong they looked. Kyou would be a good father. Just as their mother - they would quickly forget the mistaken rage of her change, and revere her just as they did all the other colorful beauties that sentried the open ocean. All would tell their children of how brave their mother was, how great a warrior - and how she protected them all within' their palace-city. No doubt her children would know her by sight as well, for they would have to build a window in Kyou's room so she could enter and more children would they make. But never into the city. Not with Kamage. Her place was outside, keeping the city safe. Safe with the rest of the females, while Kyou was safe, warm, happy, bedded, and no doubt by now raising many fat and happy children with his friends and brothers. But Ichi was miserable. Miserable, alone, and on land. What was it the seer had said? 'On land, a soul screams in mourning for you'... what does that even mean? He would suppose, that there was only one way to find out. Land be d**ned. He would be here on the land, amongst the weak of mind and soul - and he would use his 'gift' of speaking with his tongue, and not his mind.... and he would find this soul screamer. What else was he to do? ********* Another old piece, this was used for creating your character, Sirens have been taken out entirely from character creation. Sirens Species DescriptionFish People - Race closed until the underwater city is discovered!
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Post by Twilight-Claw on Nov 2, 2019 17:29:22 GMT -6
(Taken directly from Tapatalk and Spirit talks about both the Kapper and Fae as a Race.) I'm going to mix the Character Race Information for Fae and Kappers together.. because the species are so inter-twined. Goblins, Faeries, Pixies, Sprites, Ogres, Red Caps, Kobolds.. Fae and Kappers have been known by many names in legend, but they're really just the same (diverse) species. (Made by Spirit) (Made by Eluuri) Let us begin with their history: Long ago - they used to be the same creature, the children of the god of Order, Aurora. They were creatures of spirit energy alone, seperated by mere color - able to float about the world as sentient whisps in the air. They could think in ways far greater than you or I, but at the same time they lacked definitive bodies or words, for they did not need them. They added enjoyment to the world for Aurora, much as a field of butterflies does to any woman. Then her lover (chaos) decided to have some fun.. After all, the world was all good and fine the way it was, but it was so boring! And so he took the wisps, and gave them all bodies. Each one was different and twisted.. Some with pointy teeth, some with claws, some with long legs, some stubby, some with tails, some with fur, some with bumpy skin, some smooth like glass.. They were all still small creatures, ranging from 1 inch tall to 3 feet... This change - which drove the creatures into madness went largely un-noticed by Aurora, as things tend to do with gods (after all, 100 years is "no big deal" to the divinity).. Fearful of their new bodies and newly discovered mortality because of them, the creatures hid in the most secluded of places. Some in the forests and fields.. some in the darkest of caverns. When Aurora had turned her eye and noticed what Chaos had done, she scorned him for it - and decided that what was done was irreversible, though perhaps salvagable.. So instead of returning them to wisp form (as they could never remove the scars of mortality) - she found all the creatures in the Forests and Fields, and shaped them to be uniformly the most beatiful creatures the world had ever seen. Likewise, she found the creatures skulking in the darkness and allowed Chaos to play his magic as he pleased, twisting them until each was as unique as a closet full of garbage. The two creatures (which had always been the same, save for form that they were gifted with) had grown distant in their seperation by space and time. They had come to forget their brothers and sisters hiding in the dark, secluded in the forests. And as such a seperation, they developed their own languages, cultures, and eventually - hates. Oh yes.. The Fae and Kapper (as they are now called) just simply don't get along. They don't get along on that primal level - but yet are never whole without the other.. Much is with Yin and Yang. Hot cannot possibly exist without Cold, for if you had no "hot", there would be nothing to compare "cold" to.. Luckily, even with all their dis-agreances and bickerings, the Fae and Kapper have never had a war.. Perhaps it's that feeling deep down, that there's still a connection between the two of them - no matter how much they loathe it. Over 1000's of years, the fae and kappers were mostly "weeded out".. They too small were killed off (the haraichu remain)... and those too big were re-named to something else, and lost ALL connection with the magic (giant beasts that resemble kappers). Now, all Fae and Kapper are about the same size.. roughly 3 feet tall. Now.. let's take a look at Fae, specifically, shall we? Fae are nimble, graceful, and acrobatic. They used to have great magical powers - such as the ability to blend into the trees, turn into a thousand butterflies, melt into water, or fly upon the wind... But over time they had grown to loose it, just as most creatures in the world were loosing their magics. The fae are always described as "beautiful" or rather "fair".. they are the fair folk. Their skin is either smooth as silk, or covered in short fur, likewise as smooth. Some are even covered in the finest of pearly scales. Their hands are slender and dexterious, and their faces are anything but round. Their ears are always pointed. They tend to live anywhere there is a great amount of plant-life.. such as forests, jungles, or even fields. They feel a deep connection with magic, as they were the "weavers" of it.. and since they lost their connection with it, it is a driving goal in every fae's heart to seek it out - whether it's a concious decision or not. Fae can often times still carry the mark of Chaos.. They may have pointy teeth, claws, even tendrils or antennae. They may have stripes, or spots, or even be plain - but no matter the appearance, they are always seen as "wonderful".. perhaps it's a bit of Fae magic that's left in their blood. Their culture is one designed around peace, perfection, and beauty. They enjoy making the flowers grow, or painting great murals.. Carving beads, making clothing, or even making swords. That does not mean however, that a fae could not be considered an "ear biter".. After all - though the culture states that "Fae are nice" - that doesn't mean that all of them grant wishes and sparkle! Now.. let's take a look at Kappers, shall we? Kappers are just as "ugly" as fae are beautiful - though you'd best not tell them that! Though Kappers used to have just as grand of a connection to magic as the Fae did, they abandoned it early for reasons unknown.. perhaps they shunned the gods, or their poor luck (after all, Aurora clearly favored the Fae!!) - and turned their back from the gods and all their magic, deciding instead that "If you're going to do something right, do it yourself!".. and thusly, they have. They used to hide in the dark, and granted, sometimes they still do.. But for the most part, they built their cities extravagant in caverns, caves, and hollow mountains. They love to live where there is a lot of "rock", and are often found in the deserts of the world as well. Though they are creatures of inate chaos, they enjoy perfection just as much as the Fae.. perhaps it's the fact that they were originally created by the godess of Order... They love meticulous projects, such as Architecture, Blacksmithing, and (most importantly) Tinkering. The fae may have enjoyed weaving magic.. but the Kappers enjoyed first "I can make fire!! Look at it burn!"... And since that day of primal technology, they've been addicted ever since. Every Kapper knows what a whirly-gig is.. and every Kapper knows what a ratch-clank is too.. That doens't mean that a whirly-gig does anything useful, that just means they know what it is, and what it does... even if it just.. whirls... Kappers are generally blunt, and to the point - as opposed to fae who enjoy "bending the truth". Though you could consider their Tinkering and Architecture to be well organized, it's anything but.. there are frequent explosions, and their homes are generally that to be compared to mazes... with doors that lead to nowhere. They love a good prank, just as a fae loves a good flower - and spend quite a bit of their day figuring out just what would be the most "fun".. even if it puts somebody else on the short end of the stick. Quick Ref Guide, Fae vs. Kapper
Fae ------------- Kapper Beautiful and Slim ------------- Scrawny and usually Rough Magic ------------- Technology Nature and Plants -------------- Rocks and Mushrooms Water and Air ------------- Fire and Earth Peaceful and Shy ------------- Tempermental and Mischevious With all that asside.. it has been known that Fae and Kappers, though the union is very rare, have created families together.. and though neither Fae nor Kapper society would shun such a child, they do frown upon it severely, and would rather the parents raise their offspring in seclusion. Obviously - halfbreed Fae/Kapper are not available for play.. and we only have one in game so far. As far as Fae go, you can imagine pretty well any kind of "fairy home" - usually the more natural kind, made from earth and trees. Sometimes they may be little houses in the treetops. Sometimes they may be houses made of twisted tree branches and roots.. Some of them may live in large carved-out mushrooms, and some still may make little "hobbit hole" burrows. They generally use "magical" lighting when they can.. collecting bioluminescent spheres from mushrooms, glow-flowers, and of course - fireflies. As far as the Kapper go, they tend to cluster together and create slightly larger civilizations than single homes. These "big buildings" were traditionally carved from stone, but as time passed on many Kapper cities started being made from various metals (like rusty iron and copper). And individual Kapper who decides to make for themself a home would probably make them out of "common" materials like you'd see in a human home (wood and plaster). Of course, the more durable and reliable the building, the more a kapper is going to like it. Some stone cities are still lived in, but most of them are now ruins - with the newer cities full of nuts nuts and bolts, and oil lanterns. Actually, no. If they found magic, they'd probably do with it just as a human would. Use it. Of course, they'd be better at it than a human, but they'd use it just as any human would. When they die they turn into wispy things, and dissapear into the air, never to be seen again. They are much more "mortal" than humans - and die usually around 70 years of age (rather than 100). Because of this, they mature a little more quickly - about the age of 10, rather than 16... However, many Kapper and Fae find ways to "cheat death" by extending their life.. Kappers by superior technology (just think of how short we would live if we didn't have hospitals!), and Fae by magical enchantments.. Because of this "cheating death", some Fae and Kapper can nearly double their life-span! They generally know very very little - especially the Kappers. There are written histories, but those are more recent, and have to do with Kapper history only (ignoring the fae, and the times of the gods). Kappers had alliances with the Draconics far before the Humans did (before the great sleep), and Kappers usually worship either the god of Light or Darkness (the children of Chaos and Order), so their mythologies and runes usually tell stories about them, rather than the "true" history. As far as they know of the Fae, they are certainly aware that they spawned from the same thing long ago, but they'd rather not think about it.. those "stupid fae" are rather to be avoided, even in conversation... It's just a general aversion really - one that rarely spawns conflict, but always spawns prejudice dislike. On the Fae's side of history - they believe that the gods of Chaos and Order gave them the most wonderful blessings (but most prefer to worship Light), and that the Kapper were their "worse halves" - their darker shadows, shunned because of their foul tempers. They also do not know the "true" history of how the Fae and Kapper were formed, as no history dates back that far. They generally think the Kappers are barbaric, stupid, and filthy - and want nothing to do with them.. plus, they're obviously unworthy, they don't have any love for Order, Chaos, or even Magic!! Luckily, like the Kappers, they don't fight with the Kappers, they just don't like them. Fae have much less written history than Kappers do - as they feel that the most important things will be remembered reguardless of words.. They would have the most songs and stories about history and mythology.. not as though it lacks "poetic lisense" or anything. XD It's safe to say that the main reason the two dislike each other so much.. is that they're opposites, seperated by culture, and prejudice against each other. *********** This part is taken from v3, and could be used more as a interesting read, and since Spirit combined the bit above with each other, I would be doing the same.. sadly the Fae died out in v3 and only the Kapper remained. *********** Biology:Kappers are small, only three feet tall at best. They have short legs, and long arms which forces them to usually revert to "gorilla walking". Claws on their fingers, of which they have anywhere from 3-5 on each hand. All Kappers have pointy teeth, and tails (no matter how short they may be). Honestly, that's all the consistant information we can give you on Kappers. Some kappers have fur, others have bumpy skin. Some have stubby toes while others have claws. Some have ears of all shapes and sizes, while others just have ear-holes. Some have large eyes, others very small. Some even have three! Some Kappers have horns, others have beards... Beards? Yes, beards. They come in all sorts of colors and patterns. Kappers, being the creatures spawned of chaos himself... sort-of... are a very varied lot. No two Kapper (unless they're twins) look the same. Most however have the muted colors of red, tan, grey-blue, or green - few bright colors exist anymore. Even though all Kappers look entirely different, they all "clump" together in one group, unprejudiced with each other. As many human biologists might say, "Kapper breed like rats, act like cats, and have the mischievious nature of a monkey" Keep in mind when making Kapper:*Kapper are small, no larger than 3 feet high. *Kapper breed like rats, and have few moral stipulations regarding it. *The story is perhaps misleading - as female Kapper are actually "in charge". This is largely why it will be a single matriarch, and many males to escort / care for / appease her. *Young Kapper are stupid, reckless, and wild. Adult Kapper are refined, intelligent, and patient. Because of this, most humans only see (or notice) Young Kapper. We suggest you play a Kapper that has already gone through their "stupid and reckless" stage of life. Common Culture:Kapper tend to live underground in a great tunnel-system filled with Jules Verne esque technology. Though they care chaotic by nature, they are usually seen as master tunnelers and tinkers. They know how to work clockworks, steam engines, and even pistols that utilize a Tesla coil. They have high technology, which rivals even even the labs. Though they are not genetic engineers, they do often have "clockwork" trinkets, such as pockethingyches, goggles, and semi-mechanical prosthetic limbs. Socially, females and males have no difference. However, females are often very proud of (and prolific) their role of having litters of Kits, which usually come 4-8 offspring at a time. They also have a very tight-knit social structure, they work well in groups, but are fearful and nervous when left alone - they raise their offspring collectively (normally), not as individuals - offspring belong to everyone, parent or not. "Kapper in groups are dangerously bold, while a Kapper alone is timid and tame." Religion:Almost all Kappers worship... sort-of... chaos. Not "evil". Chaos. There are few who don't. Well, "worship" is a strong word... it's more like that they know Chaos is their father, and aknowledge that. But worship? Rarely does a Kapper partake in such "pointless activities". Truely? They probably "worship" their technology. Language:Nija. Kapper speak Nija. Their words are short, articulate, and simple. Or at least to them. Very few Kapper words have more than one syllable. Common Names:Kam, Jaa, Tu-kat, Nanu, Pul, Lug, Zood Thoughts on other races:(Adult)Human and Ersatz - A large creature who has a falsely placed superiority complex. They posess very little knowledge of technomancy, but show enough promise that they can be gifted (for a fee) with minimal childish trinkets. One should avoid angering them, for they are quick to kill, and cause the deaths of many foolish kits. Ssashirk and Tumai - The people who live above the warrens in the desert. They have little tolerance for a kit's antics, and are a danger even to adults. Approach with extreme caution! Though they are intelligent enough to use our Tech, to not provide them with any - they are dangerous enough as is. Beast-Walkers - These people are dangerous, and luckily do not live in the desert. To help avoid contact with them, stay near humans. Panite - Panite are a stupid race of people, but friendly enough. No reason to interact with them, really - they have nothing worth offering. Avian - They are a mad people from the sky. Not like the madness of chaos - but the madness that comes from a place of only straight lies. I would advise to avoid them, but luckily, they do that for us. Xenokwal - Our brothers of the deep. Xenokwal have Tech that would make a true Technomancer cry with envy. Try to befriend one of these if you ever get the chance, you'll be greatful you did for the rest of your life.. and likely your kits, and their kits will reap the benefits of the friendship as well! A good way to befriend them is to offer to escort them to the above-ground, for though they are curious, they are fearful of it. They do not like kits' games. Siren - Siren are too good for their own good. Plus, they live in the ocean. Best not make contact unless necessary. Uthax - An Uthax can be a Kapper's best friend. Though they are peaceful and quiet, if you ever need a bit of force or intimidation factor to back you up, bring an Uthax. Uthax enjoy us for our fingers and cunning and ability to scratch them in all the right places - while any Kapper can benefit from their power. Trading with them is pointless, but an Uthax (like a Xenokwal) could very easily be your in your best interest to befriend. Story about the lives of..Nik, Took, Kat, Kuz, and Lur were all from the same mother. There used to be Ziik and Tut and Mij as well, but they were all dead now - foolish siblings. Kaa was also their sibling directly, but he was quite a bit older, and an esteemed master of the pyrotechnics, he made flame-machines. Nik didn't quite understand them, but Nik sure liked watching the fire! Oh, how it danced in front of his eyes! Every day was the same since he was old enough to leave the warrens. Dig in rocks, give rocks to smelters, smelters smelt, smiths smith, foilers foil, tinkers tink, jewlers jewel, steamers work the steam engines, alchemists work the chemicals, pyros work the fire, and plasmites work the coils... All these things ended up working together to whirl, bob, whistle, kahoot, and steam. It made the tunnels "safe", the doors open and close, the pistols work, the lights come on, and the elevators go and down. All things for the great machine known as the "tunnel", the gut of the world. And it was BORING. Boring and hard. Nik didn't like picking through rocks, not one bit. Nik wanted to so something fun, like a steamer! At least steamers got burned alive, but all Nik got was blisters on his fingers. His siblings agreed. Well, at least Took, Kat, Kuz, and Lur did. The rest couldn't, or wouldn't. And as for Lur, she was almost old enough to make Kits of her own, and was so tired of seeing just the stone and her siblings. She needed to get out! And who was Nik, but not a good brother to help his sister get what she needed? Together, the four of them would escape, and see the world - bring back a fortune of finds, and earn their place in something other than the mines! Yes, yes they would. They just... they just needed help, that's all.. I mean, there's only four of them, and there's not a weapon among them... unless you counted the lazer-drill, the diamond tipped pick-axe, or the shovel... or his pet albino scorpion. He loved that thing, kept it in a glass jar though, ever since it stung Ziik.... poor Ziik. Oh well, he still had three other siblings. Today however, it was time for his plans to go into effect! Well, his and Took's plans - they planned together you see, they were almost like twins! Well, okay, they were all kits together, but he and Took had the same father, he was sure of it! Nik and Took skittered through the bronze hallways - an almost golden contrast compared to the pitch blackness of the walls, most of which was coal in this part of the tunnels. The copper wiring above hummed with blue plasma, and steam vented from pipes just out of burning-reach. They reached the door to one of the many warrens, and turned the dial the right way to open the door. It clanged, ground, and clattered - grinding on it's wheels as the door itself rotated and rolled out fo the way, presenting the opening to the dimly lit space beyond. Mushrooms, slimes, and lichen lined the cavern walls in here - glowing softly to provide the only light in the warren. Grass and fur muffled most sound, protecting one's feet from being hurt as compared to metal or stone. The mothers were sleeping now, sleeping soundly on their backs or sides to expose themselves to whichever kits felt the need to feed. Good thing they were so drowzy too - it would make this job that much easier with them asleep... They split up, each choosing a different direction, it would be faster that way. He passed by kits clinging to the bodies of their mothers. Passed by kits cradled in the mothers' arms. Passed by clumps of kits all sleeping soundly together, their tails wrapped around each other. He tripped over a few brightly colored toys, barely catching himself before his face hit the ground. And that's about the time he saw what he was seeking. Before him, sprawled out on the floor, on the miniature stone tables and chairs, clinging to their toys and snacks of gruel, were the slightly older kits. They no longer felt the need to cling to their mothers, and like he was just a year or two ago, most likely anxious to leave the warrens. Very anxious, if they were anything like him or HIS siblings. He leaned down to the nearest one, a male from the smell of him, little tusks sticking out from his face, his horns curving back from his otherwise barren skull. He wore no clothing (few kapper did), and one could even see his wings - that was a fairly rare trait. He chuckled to himself at the fact that they were clearly not the same size. He gave him a little shake, and the younger Kapp stirred. He gave him a mischievious grin, and the younger Kapp blinked at him, confused. He continued to three of four more kits, waking them as he went - he picked the oldest looking, or as the case may be, the largest. Once he had stirred enough, he smirked at them all, and turned to leave, pattering off toward the exit from which he and his brother came. Some of them stayed there, confused - others, the more curious, followed. Once they were all outside, his brother and his followers met up. They closed the door behind them, and introduced each other in hushed tones; Nik (himself) the murky, Took (his brother) the snaggle-toothed one. Pip the off-wing, Kat the red (different from Kat his sister), Zal the black-footed, Boot the yellow, Gar with the horns (whom he later found out was a female), and Tiz the long-tailed. None of these titles were important of course, but one does tend to forget names.. He glanced at his timepiece, ah, just in time! Kat (his sister) the fluffy, Kuz (his brother) mangle-hand, and Lur (his better sister) gold-eye finally showed up. With Nik, Took, Pip, Kat, Zal, Boot, Gar, Tiz, Kat, Kuz, and Lur - they were all ready to go! "Quick, we go!" Nik shouted out, and they all shouted in turn their own joys! It was time to GO! Leaping over one another, shouting, cheering, slapping the walls with their open palms, bouncing off the walls, swinging from the pipes overhead (where Kuz burned his hand and whimpered), they darted their way toward the exit of the great tunnels! They passed by the workshops, the home-dens, the quarries, the Mum farms (oh how he loved those), and even a couple (dozen) adults busy making more kits. Finally, FINALLY! They made it to the light, and they all screeched and covered their eyes with their clawed hands when it struck them. What a horrible thing is this?! Such a thing that would sting their eyes and make them water like the dust of coal! Squinting and blinking, they became used to the light, and wondered at the things they found there. Rocks of different color, the open sky, shrubs and grasses, and... something very large moving about on the ground. Oh, that was scary! Let's see if we can eat it's knees! Haha! If only the pronghorn knew what terrible fate awaited it... ----------------------- Kaa heard about the commotion later on, and scoffed. He adjusted his spectacles, and shifted in his chair, adding a little more of that flamable powder to the copper tubing he had been working on. These charges would do nicely indeed... He grumbled to himself at the antics of his younger siblings - heard they had stolen away some kits from the warrens, the mothers were furious! But no point in chasing them - they were a large group now, and most likely half of them would come back. Good enough numbers, really... HE came back when he was younger, and his time outside did him good - look at where he is now. HE was quite happy to help make the sentries - giving them their explosive charges that made them so deadly. No more would those tunnel worms cause them troubles! Not with his assistance on the inventions, anyway. He sighed again, thinking about which of the youngsters would actually come back alive, and what sort of descruction their games would cause above... "war party" they would call it... if only they knew it was a couple of kits having fun... how uneducated the barbarians of the upperlands could be. Disgusting creatures, so huge and dull-minded. His sighing caused his 'assistant' to become curious, and scamper her way over to him, looking up with her blue slitted eyes, swishing her lion-tufted tail back and forth. He smiled down at her and patted her head, "It's nothing, go back to work." She frowned, but nodded, and sighing herself, walked back over to her miniature-sized worktable to grind up the powder. It was a rare thing he did, but it was not unheard of. He could see himself in her - she had his eyes for sure. She must be his. She and one other were the only two from the litter that might have been his, and he chose her because she was smaller - the larger could easily find work in the mines when he grew up. It was a rare thing he did, taking her for himself - she would learn good work, she would - and she would most certainly not participate in the foolish antics as the other kits did - she would learn from his own mistakes, without making them herself. She was HIS kit, and she would benefit from his years... and even if she wasn't his kit (which was likely as well), she was lucky enough that he considered her his own. Oh, how her mother was furious for his theft of her! ----------------------- It had been almost two years of their antics on the upperworld. Took, Kat (not his sister), and Boot had died. Gar "got smart" as she said, and went home to the tunnels. Kat (his sister) dissapeared entirely. Kuz's foot also became mangled, but this time from injury, not from birth. It was just Nik, Pip, Zal, Boot, Tiz, Kuz, and his one remaining sister, Lur. They had a nice collection, which they'd been hiding together in a little cave-hole they found and had been sleeping in. Trees surrounded them now, and there were plenty of fluffy things to eat - "Ray-Bits" as they heard the tall things call them, and "Shiip" were the larger flavor. They even got an occasional ear or finger from the tall things, those were wonderful treats, but dangerous to aquire - after all, that's how Took died - and Took was his favorite brother. Lur had even had her own litter of kits finally, he was so happy for her! Six kits in total, but only five survived. One had three little wings, they were sure it was Pip's, so they named it Lurp. One was yellow, but had black feet so it was either Zal's or Boot's, but most likely Zal's because Boot was dead before Lur wanted kits, so they named it Zoot. One was the ugliest of colors, and covered in lumps - he was sure that was his own, and Lur named it Tii. One he hoped was Took's, for he participated before he died, and that little girl had snaggle-teeth, so they named it Took. Even Kuz managed to get one, they knew this because it was born with a mangled arm, he was quite lucky, becuase he had a hard time at those games - they named her Brok. Tiz was dissapointed. Nik looked over thier little hoard... He thought of all the bones they found, of all the yummy berries and nuts they learned to eat. He stared at the various shiny things, the rings, necklaces, coins, hats, and socks they had gathered. They had succeeded in many things, and learned a lot. Mostly they learned because of Took, Kat, and Boot. Poor Took. He scratched his head, and thought about the kits. He thought about their recent adventure, the one where they found the ring with the red stone in it. It was his favorite. And because of this thought, he became afraid. It was time perhaps... time for him to go. When they were all alseep, he pocketed the ring, a few nuts, and socks for both feet they found on a helpless and wiggly miniature tall-thing - found it in a cage they did - a cage with no top, for it couldn't even walk. What an ugly creature, but the socks fit him. Lastly, he picked up new-Took. He decided to choose her over Tii because he wanted to honor old-Took, and because new-Took was a female. She barely even wiggled in protest, but he put a root in her mouth anyway, just to keep her quiet. And away he went in the night another sound. They would be furious - but they would never find him - they had not learned (as he had) how to read footprints. ----------------------- The next morning - that's when the men came. They sought to rid the world of the terrible nest of Kappers that they had tracked to their den. The woodsman sought vengance for his wife's finger, which they had gnawed off to steal her ring - she was sick from infection. The shepherd sought to protect his flock. And the carpenter sought to protect his daughter, who had been attacked in his own home - in her own crib! Those vermin had to die! And they did. All the vermin died. Every last one. Pip, Zal, Boot, Tiz, Kuz, Lur, Lurp, Zoot, and even Tii. Only Brok survived. She was taken by the shepherd, most likely because of her mangled arm. She would be fattened on sheep's milk, and taught to clean the house - a poor life for sure, she would never know anything else but servitude. Of course, Nik and Took survived, for they weren't even there that day... And Took learned from his mistakes (especially after he came back to visit, and found only bones) - and he taught his mistakes to Took, and they survived well. They even went so far as to learn the tall-things language, a complicated thing with many words making single words, "Huu-mans" they were called. He and Took were good friends, and they were working hard in a land where there were rolling hills, helping out their "Huu-man fren" named "Bett-ty" at the inn of the trade-roads there. Life was good for Nik and Took, for his child's games were no longer strong in his blood. And the ring he kept on his tail, as a reminder. **************** (Questions Spirit answered in regards to the story.) Yes, it is. It's kinda' like rats. Put a bunch or rats together in a cage, they will make babies (related or not). Religion-wise, they are all mutated / crazy because they are creatures of chaos (and choas is the god of madness and distortion). Biologically, inbreeding lots doens't help. :P Coincidental. The younger male stole the female because yes, to him she will be more valuable when she grows up 'cause she can have babies. The older male stole the female simply because she is smaller (as compared to her sibling, who could find work elsewhere), he was trying to "help the runt out". Being a more refined, experienced, and educated individual (as opposed to a rowdy teenager who works in the mines - a lowly commoner), he would likely never dare breed with her (unless she demanded it when she grew up). Ah - to Kapper (few individuals asside, case in point, the older male who stole the young female just so he could educate her and give her a "better life") - Kapper have no "families". They know of mother (the one who birthed them) - but for the most part Kapper raise families in Warrens. A warren is a place with lots of mothers, and even more children. They all raise the kits together. If a kit needs to be disciplined, it doesn't matter which mother does it. Likewise, if a kit needs to feed, it doesn't matter which mother it nestles up against. It's a very - "it's not my kid, it's OUR kids" sorta' thing. Siblings however, tend to stay in groups - not because of blood relation, but because they're friends. Fathers rarely "keep" their kits (and mothers usually don't want the fathers 'helping' anyway)... plus.. you never know who the father is anyway, that's a guessing game. So... the short answer... Yes, it's very common for them to all breed together (relative or not), but "relative" doesn't really work the same way for Kappers. They know who gave birth to them, but that's not relevant to who raised them. They know who their litter-mates are because they are friends. They MAY know who their fathers are.... as for the rest of the relations (uncles, etc) - figuring out who those are is even harder. For the most part, Kapper don't even notice "they're a family member" - there is no barrier for breeding... Kapper that DO have a barrier, usually have aquired it through outside influence - they've seen the way the rest of the world works - probably picked up a few things on their own, and decided that that's not what they want to do. Not only do Kapper breed rampantly when they decide to, but they breed rather like cats. It works as such: A female decides she wants babies. She wants them NOW. And she will have her way. She is in charge of this, it is her decision, and she will get what she wants (and what male would deny such a request?). For the rest of the day, she would proceed to breed with ... as many males as she sees fit... 12 will do nicely. Basically, when she wants babies, they have an orgy - and kapper are usually not prudish, it really is an orgy. And, like cats with breeding - if there are 8 babies, each baby may very well have a differnet dad, even though they are all born on the same day - and all concieved at the same time. Because of this (and the females not usually wanting their "help"), the males take no claim in raising the young. Again - usually. There are rare cases of mated pairs, or rare cases (as shown with the older male in the story) where a male desires true parenthood. Likewise, a female may desire true parenthood, and stay away from the warrens - or decide upon a single mate. But commonly? Orgy + "who IS my daddy, anyway?". Males and females have the same role and/or value in Kapper society. There is no difference. However, when it comes to making babies, it gets more complicated. Females give birth and raise the young (even if it's not their own)... when a female kapper decides she wants to become a "mother" - she rarely looses that status. She breeds, makes babies, raises babies - and that's pretty much all she does for the rest of her life, but it is her choice. Females control the breeding. A female who has not yet decided to become "mother" however - you wouldn't be able to tell the difference between her and a male... except maybe the boobs (if she had any), and lack of thingy (unless she has hyena-like anatomy down there, which is rare, but not unheard of in kapper.. they are creatures of chaos, after all). ********* (Spirit used this to describe the Race as a playable starter character) Kapper (goblins) - Only three feet tall, and shaped roughly like monkeys. These "ugly" little underground folk are guaranteed to have both a physical deformity (they are asymetrical) and a mental "flaw" (like madness). Though most humans feel that they are a "lesser" or "stupid" creature, they have the most superior technology in the world, with the exception of the "otherworldly" xenokwal. ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Kappers Species Description Small "ugly" humanoids.. But.. they're not ugly! They're usually obnoxious.. Actually, the Kappers and the Fae are so closely related, it's not even funny! Fae are pretty, delicate, and usually friendly.. Kappers are ugly, scruffy, and usually obnoxious... They came from the same place however.. and they're the same species - but there are so many differences, they have to have seperate categories.. like the difference between a chiuaua and a great dane. They take pride in their work, though their work usually consists of pranks.. They can be quite playful - but they love organization.. From an outside view of things however, you'd never guess it.. Humans originally gave the Kappers their name because of their size and behavior.. just the right height to bite off your knee-cap, and usually pesky enough to do it, too. * Kappers walk on two legs, but sometimes revert to "gorilla walking" * Kappers have opposable thumbs * Kappers speak their own language, but almost always learn the common language * Kappers usually make their homes in deserts and caverns - places of sand and stone * Kappers all have pointy teeth * Kappers must be approved by a staff member | Fae Species Description Generally small and "pixie-like".. some have wings, some do not.. but none can fly.. they're rumored to be bound to magic, but after generations - their magic has failed in the changing world. They truely are just like Kappers, the thing that sets them apart however - is their views on magic.. both species are bound to magic - but the Fae love it.. they crave it, and usually go through many loops to try to find it. Humans prefer Fae greatly, if only because they're prejudice.. Fae are usually beautiful. * Fae walk on two legs, and are rather acrobatic * Fae have opposable thumbs * Fae speak their own language, but almost always learn the common language * Fae usually make their homes in forests and jungles.. places with many green things * Fae sometimes resemble humans in appearance, but usually not * Fae must be approved by a staff member |
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Post by Twilight-Claw on Nov 2, 2019 17:29:50 GMT -6
(Taken directly from Tapatalk about the Uthax) *************** Hm... WHY does the Uthax look familiar...? *shifty eyes* History / MythologyThe Uthax may appear at first glance as any Mamalian or Ungulate would, but their are neither. They are a much older race than the Mamalian, Humans, and even the Ssashirk. The Uthax were made around the same time as the Fae and Kappers - before they split in two. They were respected by the Draconics for their wisdom, and feared by all beasts... Now, it seems, they are feared by man. The Uthax are one of the few races that know of the old gods, and firmly believe that they were not created by them. They instead believe that while the gods were playing with the other creatures of the world, the Uthax instead came from a great seed. Not much more is known on the Uthax religion / mythology, as they generally keep it quite hidden... But this much is speculated from the various tidbits we can gather; They believe that all living things, rocks included, have a soul. They believe that all living things are connected. They believe that all living things grow. They believe that the elements (fire, stars, wind, water) can speak. They believe that a seed is the most powerful thing in the world, and the origin of all life. They also believe that Fae and Kappers are twisted creatures, created by beings that mettled in things beyond their understanding - and are not fit to exist on this world... As such, they generally don't like Fae and Kapper, and would happily kill them if they got the chance.. Luckily, most Uthax that are seen by the world of men know the value of peace - even if they don't like it. BiologyUthax, at first glance - would be "big scary beast-men".. They are big, that much is true.. and they can be scary. Sure, they could be considered "beast men", but that description is too short-sighted. The Uthax reach from 6 to 9 feet tall. They have long silky (and often shaggy) fur ranging in colors from white, to cream, tan, grey, and brown. You will never find a "Black" Uthax - the very idea is as silly as finding a "red" one. Though white is the most common fur color, all Uthax have several stripes upon their rumps - and they also usually adorn themselves with paint made from various plants, decorated in strange symbols. Most Uthax only carry one or two of these, but some (such as mystics) can carry dozens. Their mouths can open quite wide to expose their large, sharp teeth. The most easily seen of these teeth are their tusks - which all Uthax have. Their noses are squat, and their eyes are rather small for their head. Their ears are always rounded, usually drooped at the side of their head. All Uthax (male and female alike) also have grand curving black horns. The horns, as you can see from the reference sketch, are never like a ram's, or even a long-horns.. but rather they slope back from the head. On some, they may "branch out" further, but they never exceed the width of the individual's shoulders. Uthax have long, thick tails - and cloven hooves. Their arms are quite long, long enough in fact that they can easily run on all four limbs (though they prefer to walk on their two hooved feet). When they do walk on all fours, they use their knuckles to walk, as a gorilla does. Their fingers are quite thick, and rather "stubby", with sharp nails at the end of each digit. An Uthax has two fingers on each hand, and two thumbs on each hand (one on each side of the palm), which makes minimal dexterity - but extraordinary gripping power. The only differences that can be easily seen between male and female Uthax are the beard. All male Uthax have a beard, and most females do not.. Though rare, some females do sport a beard, making it even more difficult to tell them apart. Clothing and ArchitectureThe Uthax' clothing is quite "simple" at first glance. They usually wear something as plain as a loin-cloth, if they wear anything at all... But all Uthax consider clothing to be a status symbol. It is not uncommon to find Uthax with intricate "loin cloths" made from leathers, feathers, scales, and carved bones. They will also adorn themselves with necklaces, charms, hoops, bracelets, and other such trinkets. And Uthax' jewelry is always made from natural materials - such as nuts, preserved insect carapace, carved bones, carved stones, etc. They will hardly ever be found wearing gold or silver - or even gemstones. Their homes are simple - Branches and logs tied together into a triangle, with hides from their various hunts stretched between them for cover. Often times, if they can find them, they prefer to use the tusks or bones of great beasts, such as mammoth - or dragon, to be the "support" for their simple homes. On the inside of the home, at the center is a pit for a fire - and dangling from the "ceiling" will always be a great many assortments of baubles and dried herbs. The weapons an Uthax prefers are Spears made from bone (or stone) and wood, Daggers made from Fangs and Horn (or stone), and Staves made from wood. Mystics will usually carry around a staff, or half-staff - similar to a scepter, which usually is not only made from wood, but often has many living things growing upon it - if not nesting within' it. CultureThe Uthax are a proud culture - one that encourages the Spirit of the Hunt. They have great respect for hunter animals, such as the Bear, Wolf, and Hawk. They rarely provide the same respect for creatures such as the Raccoon and Sparrow. Though not "great hunters", the Uthax do understand the proper place for all living things - and as such, they respect each in their own way... However, such respect usually falls short when dealing with "intelligent" races.. such as Humans, or Fae. The Uthax also are creatures so connected with the world (and it's living things, or perhaps the spirit of living things) that they can "handle magic" with an astounding ease... Oh yes, they can make the plants grow.. they can speak to water itself, and they can make great boulders move by merely asking them. If the Uthax were in charge, great mysteries such as the Stonehenge would no longer puzzle our brains - they would have simply asked, and the stones would have moved themselves into place. They are however, a very secretive race - shown by the way their villages are rarely seen - hidden away in the snowy pine-forest covered mountains of the north.. They are capable of speaking, and even giving great bellowing roars.. but they are usually quite quiet, hardly providing a whisper when they do choose to speak. Amongst their own people, they most likely speak freely - but it's unlikely that anyone would be able to be blessed with such a conversation. Males and Females of the Uthax are not equal. Far from it in fact. The males are generally the "mystics" - the ones that are usually found sitting about the home, speaking to stones, sowing the earth, and teaching the children. The females are generally the ones who brandish the spears, and go out to the great hunt. They are the providers, and the warriors. Both genders however, will do "household chores", such as cooking and cleaning without dispute or segregation. A male can be a warrior, just as a female can be a shaman - but it is rare. Questions? Comments? Concerns? *** The snow flurry is NOT an Uthax!! But.. what were it's genetics based off of, anyway? Uthax + Gorilla? Perhaps. Nope, and Uthax would not be shunned. They might look at them funny, but the consider it no "ill thing". They don't like technology, and most of them don't even know it exists. Technology pretty much directly conflicts with their religion. I wouldn't say "amish", as much as I would consider it like the Native Americans that still live on the reservations today... They may know of it, but they want nothing of it - it's simply not of any value to them... Why would they want to taint their lives by "making them easier"? All that really does, is dis-connect you from what's important. On that note - all Uthax are individuals... so though it would be very surprising, one could leave their home village and family to "seek out" technology - though it would be rare.. and that probably would cause them to be shunned.. which may answer your next question. I've no idea why an Uthax would be at the labs... they certainly would not like the lab creatures, for the same reason they don't like Fae and Kapper... Though, there are oddballs in every society I'm sure. It would be a difficult thing to figure out why and Uthax were at a place like the labs - and up to the player that had in mind to play one to discover, or come up with. They generally live in smaller villages, from 10-200 members. There are generally no large cites - at least none that have been discovered by the more "civilized" world. A child, when they grow up, would be expected to stay with their family for forever. Even if they didn't live in the same house-hold, they would live nearby. The entire family "unit" (consting of parents, grandparents, children, aunts, and uncles, etc) would pretty much be the whole village, as it were. So - it would be safe to say that a "village" is really 2-10 families put together. Of course, there is always a case (or several) where two nearby villages would "trade" members in a union, to prevent obvious problems. In those cases, the marriages would be most likely arranged. It is not uncommon for a pair of Uthax to set out and decide to start their own home - away from the villages.. This of course, results in a new village being formed, with their children, grandchildren, etc.. but that is in the future. Uthax partner for life, but if their partner dies - they may very well accept another. It is unknown if their pairings are for love, or simply reproduction - we'd ask the Uthax, but their answers usually are a silent stare. The only difference to this would be the "shaman" - which generally reproduces with any Uthax, we're still trying to unravel that mystery though. Baby Uthax would be "chibi" uthax. They lack beards entirely - and their horns are very small, rounded, and stubby. They also lack tusks, as those grow in at puberty. The infants have a lot more fur (or fluff), and the children have "regular-length" fur. It is generally assumed that all Uthax have a basic understanding of nature (a seed grows into a tree, a corpse becomes the earth and feeds the plants, etc).. but it is not clear that all Uthax have such a deep understanding of Nature as the Shamans do. The shamans can quite easily work with nature and magic, where-as non-shamans cannot. The individuals knowledge however... well, depends on the individual. It is generally assumed that any Uthax a player here would be playing would not be Shaman - as magic is nulled around the labs, and a shaman would be the last of the Uthax to want to be around such horrors - and so far from their home grove. Think of their "knowledge" this way.. If you "survive" for a living - you'd certainly know what time of the year the starling flies south - at what time the groundhog comes out of the ground, and what it means if the caterpillars have a thick orange band around their middle. You'd also know how to track a beast, what water not to drink, and why you never swim in a pond with cat-tails. You'd understand hybernation, how the trees grow, and what makes clouds. This we learn from school - but to a survivor, their understanding is not only more vast, but much much deeper. The more experienced they become, the more they can understand, as that's only natural. And those with a "touch of magic" (such as shamans) can understand it in ways that we can only dream. *********** Biology:Uthax are the "beast men" of the forest (not to be confused with beast-walkers). They are the "ogres" of the south. They are the heralds of the trees. Though they are a peaceful, tribal people - one would be unwise to anger them, just as one would be unwise to anger a mother rhino. Uthax are large. Huge. Monsterous. They come to seven feet at the shoulder easily. They walk on two legs, but can charge on all four. Their fingers are thick and lack finer dexterity - they have two fingers and two thumbs on each hand. They have long and thick tails, broad muzzles, tusks, floppy ears, and great horns. Their entire bodies are covered in long shaggy fur, which always comes in a lighter shade (such as white, or beige). They are true beasts. Most races both fear and respect the Uthax... until they go farther south. In the southern, warmer climates (such as around the labs), the Uthax begin to loose their fur. They end up being completely furless, and then the other races, such as Human can see their pebbly dark skin and call them monsters. All Uthax come from the same place, and therefore diversity is slim. However, there is that "special" diversity that comes from going south toward the warmer climates... Common Culture:Uthax are one of the few races who seem to get along with all other races. Though when they travel farther south and loose their fur, most humans kill them on sight, this just prevents them from wanting to travel - it does not spurn them into desiring war. Most who meet an Uthax are usually intimidated by their looks alone to desire peace with them. Which is just as well, as the Uthax would rather help their forests grow. The Uthax have a rather male-dominated race, but the Uthax themselves don't think of it this way. Men make war and hunt, women make homes and hearth. Each gender is just as proud of their roles, for "the river holds as much power as a mountain". Religion:Uthax do not follow the traditional religions of the four divines. Instead, they believe that the world was grown from a single seed. Language:Dubai means "to speak", and so that is what other races call the Uthax language. Common Names:Aulmu, Douran, Mouran, Nandu Thoughts on other races:All creatures fell from different branches of the same tree. We are all kin to the great mother. Though some may be more difficult than others, one cannot dislike the wind for blowing, or the rain for falling. ********* (Spirit used this to describe the Race as a playable starter character) Uthax (ogre-yeti) - These large people (easily 8 feet tall), are seen as great "beasts" that value strength. But in reality, they value wisdom. While in the colder regions, their bodies are covered in fur - when they travel south, they shed, and you can see their dark and pebbly skin - their tusks, and their horns. They are masters of shamanistic magic ********* Another old piece, this was used for creating your character, a simple guideline that became in the newer version more simplified. Uthax Species DescriptionThese are the "beast-men" of the north.. they hate the Fae, and the Kappers with a fiery passion... and are generally reguarded as "brutes".. however, they are a surprisingly peace-loving... Most people know nothing about the Uthax - and are often subject to prejudice. However, these "gentle brutes" share a closer bond with nature and animals - and claim that the fae and kappers have a false bond (a bond of "taking", rather than mutual giving)... Many people are often afraid of the Uthax, and avoid them at all costs, and likewise, Uthax usually keep to themselves. * Uthax walk on two legs * Uthax can pick up objects with their hands, but do not have opposable thumbs. They can however, manipulate objects nearly as well. * Uthax have thick and long coats of fur - and horns * Uthax are usually mute, but they can speak, if they feel like it * Uthax prefer the colder climates, almost always where snow falls half the year (or more) * Uthax must be approved by a staff member
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Post by Twilight-Claw on Jul 20, 2021 0:07:19 GMT -6
This info came from what is now known as Tapatalk, and since the old info is updated to a more simplified design, the old info has been added here when it comes to Sprites. Sprite Species DescriptionHarachiufor those of you however who -have- these little faeries, you now have the capability to have them mature into a Sprite. When a Hara becomes a Sprite, they find themselves the largest bloom to curl up in, or perhaps a series of leaves. Using this, and their own wings they form a sort of cocoon. Many days later with proper sun and watering, the cocoon breaks open to reveal what many have claimed is an entirely different creature, holding tightly onto a small seed which has just begun to sprout. These creatures are called Sprites, and have a deep affinity for nature and plant-life. The sapling they carry is their life-tree and while little is known about the nature of this plant, it is clearly known that without one the creature cannot survive. Sprites are not children, not tiny helpless beings unable to fend for themselves, or even so much as your everyday lab creature... A sprite is an entity, a person alto their own. They have all the memories of their previous life, still the same as they were before and yet something more. Sprites are fae-sized creatures with no wings that seem to have a strong affinity towards plants. The Sprite is considered a character of its own, and follows all the rules of a secondary character without the monthly payment requirements or an additional account. Sprites must remain with their original owner, you cannot 'trade' one after it has advanced from a Hara. You cannot anti-grow, or otherwise breed Sprites- they no longer qualify as a pet. A Sprite gives +2 to any gardening done while in its presence. All Sprites (custom or not) begin with these basic stats; Stamina: 3 Strength: 2 Resistance: 2 Dexterity: 4 Mentality: 4 They know the moves: Rapid Bloom, Nip, and Deceptive Lure Their trait is : Green Thumb- Giving them the Skill group of 'Botany'. Sprites start out with 4 'Trait Points', and 2 'Skill Points'. If you so choose they may have pets of their own, but not an additional kennel. ********* There are several ways of getting a Harachiu, they can be bought from other users at the Trading Post, or if your lucky to find one at the Zoological Imports. The Hunter's Lodge sells only the Pixie and Brownie variant for a flat 400 credits rate. While in the gardens it is possible to find flower buds of Harachiu while your working there, each season has a different breed of the common Harachiu, which are the Terran, Ying, Yang and Issen. You could also buy a custom Harachiu from the Fairy Ring if you want something a little more unique in appearance.
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