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Hidden 10 yrs ago 9 yrs ago Post by Meiyuuhi
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Meiyuuhi Her Divine Grace

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Note: Do not post sign up sheets here for approval, they go in the OOC.

The Character tab is a place for people to put statistics or fact sheets about their species, approved sign-up sheets, or lists of characters they commonly put in their posts. Generally any factual information pertaining to your IC posts.

Political map for reference:



Species of Nova Mondial List:


Bombyx- breed of worm which excretes a silk-like substance for use in its cocoon. They are bred by the Cindorayi and then boiled to obtain the fabric.

Hawkynder- a fairly common bird-like species native to the western peninsula which is capable of being rode, though only by species as light as or lighter than the Cindorayi, due to their fairly delicate frames. They are however quite fast. Their beaks are short and straight, and unlike their kryan relatives are incapable of flight with their shorter wings and feathers, though their color patterns are often just as beautiful.

Dolphin - A very large sea mammal that the Arsuron use as a source of meat and whose bones can be used for building materials.

Domesticated Dolphin - The Arsuron's variant. Much smaller but still useful for meat and bones. Can be ridden by water breathing species like the Arsuron

Whale - a sacred animal to the Arsuron, called the "king of the sea". They are only hunted ceremonially

Bloodwood - a species of tree with dark red bark and a bloody red wood, the bark is able to be ground mixed with the oil from the tree's avocado like fruit's core to make dye.

Salmon - A fish native to the Arsur coast, the staple of Arsuron diet

Firefish - An amphibious species of fish with lobed fins that can function like primitive legs. It is thought that this creature might be related to the animal that evloved into the Arsuron's ancestors

Arsur Shark - Arsur and Lotus colony sharks are a nuscence and pest that attack fish migrations and mariculture farms. The Arsuron hunt and eat them when they get the chance.

Paper Reed - before the discovery of wood, this grassy plant was used for building. Its strong enough to be tied into bundles for building, and light enough to function as boats. It was later found that the pulp could be cut into thin slices and woven into paper.

Guppy - an herbivorous fish used as bait in fishing

Teskur - A tall, wildebeest-like creature. It stands around 5 feet at its shoulders, sometimes taller. Instead of horns or antlers, it has two long tusks extending from both corners of its mouth. Though it's a cowardly animal, occasionally the teskur will attack. Because of its long tusks and tendency to charge straight towards an attacker, they can be dangerous. They are very common animals, mostly found up north or around the lake in the forests and plains, but typically travel alone.

Kryan - A large, strange bird comparable to both an ostrich and a dodo bird. It has big long wings that almost seem too large for its body. Despite its large size, the kryan is perfectly capable of flight. The majority of its body is covered in strange, fur-like feathers. Its wings and tail, however, are clad in long, beautiful feathers. Kryan almost never attack, preferring to run on their surprisingly agile legs or take flight. Even so, a mother kryan may yet still defend its eggs or children from any attackers. Kryan are armed with huge, curved beaks. These animals are uncommon, and maybe difficult to find.

Mascuss - Their height at adulthood is about 70 feet tall. They live to be about 160 years old on average. The Mascuss appear to be fungi organisms that have the ability to use long, sticky tendrils to lure animals as a food source. How the Mascuss captures and eats its prey is still a mystery. They are nocturnal and emerge from the forests at night, waiting for something to come by and brush against its tentacles. In daylight, they slip back into the tall swampy forests and hide in the mud.

Ferf: A species that would look like a anteaters head stuck on a wolfs body. It's trunk is handy for sucking brain matter and bone marrow. Native to forest area's, but are now beginning to show up in deserts.

Thith: A rodent species that has little meat. Looks like a cross between a rat and a hare. Native to forest environment, but are also moving to the desert.

Semph: A bush plant that has a density that humans would recognize as tomato-ish, but with an apple flavor. Domesticated by the Herenthor and a favorite food of the Thith.

Ogurk: Similar to a cross between a wild boar and a bison, a big hulking creature that lives in herds. Both genders have intricate tusks and horns on their heads but males have much larger ones. The Ogurk mainly live in plains and just eat grass since grass is abundant there, but some live in different environments and their diet changes to accommodate it.

Jek: Cold-weather sister species to the Ogurk, they have much thicker fur and populate much of the northern tundra.

Klouskops: Trees that grow to an average size of 50 feet in height and a diameter of 6 feet with many branches coming off of them, creating something of a black web expanding all over the forest. The leaves that grow off of the klouskops are black, hence the evolution of Night-Walker skin coloration. The branches, especially the thicker ones, are quite sturdy, and are used by the Night-Walkers to build huts on. The leaves and branches often leave the most wooded areas with little sunlight, and thus have developed a form of photosynthesis using the top of the tree as a "collector", delivering the necessary materials down to the rest of the tree.

My sheet:


Name of Race: Cindorayi
Pic/Description (either one, but both is preferred): The Cindorayi are a fairly tall (six feet on average) bipedal species that are primarily humanoid with catlike characteristics, including claws, body fur, arched backs, and agile legs good at leaping. They are omnivorous, but tend to prefer fish.
Race Bio (personality, etc.): The Cindorayi are predominantly characterized by their standoffish and aloof attitude to the world outside their civilization. They are unlikely to intervene in the affairs of others. They are also defined by their preference for logical thinking, and tend to regard emotional concepts as lesser ideas. In Cindorayi culture females are generally accepted as having greater authority than males. Females perform most of the "higher" or thinking professions of society, while males perform most of the menial labor. Traditionally, the Cindorayi worship the moon. They begin as a nomadic group.
Location on Map: On the western peninsula, just past the small inlet in the center. Within a large forest.
Techs (specifically those not already given): Small boats, rope.

---

List of Characters:

Lunysvet- the former Great Elder of the Cindorayi tribe
Ekatyrina- the First Citizen of the new Cindorayi Republic
Viktorya- Scientific councilor
Andrei- Agricultural councilor
Ksenia- Planning councilor
Sonya- Foreign councilor
Miroslava- Defense councilor
Tatiyana- Spiritual councilor

Nadya- one of the few Cindorayi hunters
Artyomu- main cook

Rajah Perumal XVII (the 17th): Self-proclaimed King of the Cindorayi

List of Places:
Lunysvet: capital of the Cindorayi Republic
Zemlyarod: Second major town
Tyrnovuna: Third major town

Lunaris: capital of the Cindorayi Kingdom
Hidden 10 yrs ago 9 yrs ago Post by MangoJuice
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MangoJuice Beverage Inspector

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Reposting my business here in new thread.

Name of Race: Rokthan

Pic/Description (either one, but both is preferred): A race of snakelike creatures covered in scales and fins of various sizes and colors. Average height including frills/fins is about 1.5 feet. Some members of the species may have stones or gems naturally lodged in their skin.


Racial Characteristics (things specific to the race): The Rokthani have the ability to glow in the dark after absorbing energy from the sun. Their glow may change in color depending on their mood, but most have a warm orange-red hue. Having no arms or legs, the Rokthani have evolved to be incredibly handy with their mouths. An ancient proverb once said: "Only two things could solve the Rubix Kube of A Thousand Tears. Its inventor, and a Rokthan with a few hours to kill." Rokthani typically burrow in the ground and on the side of cliffs. Rokthani are very small, only about 1.5 feet high counting their frills, so any species attempting to enter their dwellings would find themselves cramped to say the least. They lack gills, but can hold their breath for about six minutes (on average) underwater and are highly maneuverable in such an environment. Along with the ability to swim in water, the Rokthani are capable of slithering through sand and loose soil. This acts as a quick getaway, but any equipment must be left behind. Not only that, but their makeup will be totally ruined! Rokthani are carnivores.

Race Bio (personality, etc.): The Rokthani are highly religious, and very social... ...with their own kind. Other races are held in very high suspicion and treated as a possible threat to their health. That being said, diplomatic relations are not impossible. So long as one acts honorable and accepts the culture of the Rokthan peoples, they would find themselves with a very capable, yet somewhat xenophobic ally. Festivals are common, and highly rambunctious. Weekly gatherings under the beating desert sun can often result in violence. Rokthani music typically consists of vocalizations and simple percussion such as grass tufts and wooden rods. More complicated instruments are particularly difficult to play for somewhat obvious reasons.

Location on Map: The southwestern end of the desert on the east side of the mountain range.

Techs (specifically those not already given): Living in the mountains have given the Rokthan a decent array of mineral based tools. Such as simple knives.

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Important Dudes
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Shel Skethar - The king of the Rokthani - Purple
Gnila Skethar - The queen of the Rokthani - Magenta
Vinal - The king's assistant and close friend - Red
"The small one" - Young, naive man aspiring to be a great explorer someday - Dull green
Vitri, "The map maker" - Aged and wise charter with tales to tell from all across the land. - Orange
Hidden 10 yrs ago 9 yrs ago Post by Aweirdgamer
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Aweirdgamer A Weird Gamer

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Name of Race: Platta (pronounced like Platter with an -ah ending)
Pic/Description (either one, but both is preferred):

(click to go to Sporepedia entry on it)
Racial Characteristics (things specific to the race): The Platta shown is a relatively plain one, but not all are. Some are born with more pronounced coloration than others, and the areas may vary, but it doesn't change their abilities or personality directly. It's cosmetic only. Otherwise, they look and work pretty similarly. They have more aquatic-like hands due to the fact most are able to swim as a natural ability, but they aren't very fast nor can do it very long, even with training.
Race Bio (personality, etc.): The Platta are generally creative creatures and favor the arts of different kinds. Due to the needs of labor of civilization, this has been known to cause conflict between Platta sometimes on how labor and art should be prioritized and delegated. Otherwise, they are generally social and interested in learning in other cultures, and of ways of doing things. One of the earliest traditions of Platta, dating well before now, is that each individual must determine what their unique coloration represents about them. This has made them consider color as very important symbolically.
Location on Map: Just south of the central sea on both sides of the river.
Techs (specifically those not already given): basic dye-making, weaving
Starting size: large village using river fishing from swimming as primary food source.

Update June 6th, 2015:
As of June 2nd, here is a color symbolism guide to understand how Platta interpret the colors.


Update July 31st, 2015:
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Hidden 10 yrs ago 9 yrs ago Post by Valkyr
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Valkyr Pacific Standard Time

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Name of Race: Saurian

Pic/Description (either one, but both is preferred): The Saurian stand somewhat short at 5 feet tall on average. The tallest of their species reach approximately 5'5", though this is a rare occurrence. Their constantly hunched and crouched forms further subtract to their height.

Their entire bodies are covered in snake-like scales. These scales are usually dark or bright green in color. Saurians usually have an orange striped pattern running from their neck to the tip of their tail.

All adult male Saurians have a fin of varying height on their neck and head.

Racial Characteristics (things specific to the race): Because of their lean and small build, Saurians can be very fast and agile. They can quickly navigate through forest underbrush and even swim at a notable speed. This can be a large advantage, but it has its own drawbacks. Saurians can be frail creatures. If the prey is large and cannot be killed quickly with spears, the best decision would be to call an immediate retreat. Thus, a Saurian's greatest advantage is its speed. If ever crippled, the Saurian's chances of survival drop dramatically.

They've found to be more resilient or even immune to most common diseases, but this immunity is not always reliable. They can be extremely weak to diseases found outside of their habitat, but they usually don't go that far. They can also be especially uncomfortable with very cold temperatures.

Race Bio (personality, etc.): Though a Saurian's life will be lived out primarily on solid ground, they have a deep love for the water. They bathe frequently and swim for mere relaxation. Many Saurians treat fishing as a sport. Fish is a very common food in their diet as a result.

Saurians have a short lifespan of around 50 years and below. Around the age of 10 is when a Saurian reaches full maturity and ceases to grow. Despite this, a Saurian is only considered a true adult when they undergo a special ceremony. On their tenth birthday, a Saurian must learn how to make its own spear with no aid from others. Once it has succeeded, it will set out to hunt down a prey. When the Saurian returns with its spear and kill, it is declared an adult. Henceforth, it will participate in hunts, war, and other important matters.

The Saurian people have quickly developed a saying: "If its meat, its to eat."
They rapidly make prey of any animal smaller than they are. They've even succeeded in bringing down animals many times larger and stronger. Its almost jokingly said that the Saurians only just learned to not eat each other a few decades ago, but this is unfortunately true to some degree. While it was rare and shunned upon, Saurians definitely had cases of cannibalism in the past. They've managed to abolish cannibalism, however, and exceptions are only occasionally made when it comes to other tribal species.

Saurians aren't particularly fond of politics. They keep to themselves and prefer to remain neutral with other tribes. If forced to make a decision, they'll just as easily form an alliance as they would declare war.

Location on Map: In the forest, along the North-east edge of the lake.

Techs (specifically those not already given): Saurians show some expertise with polearms. They pride themselves on their stone-headed spears, javelins, and harpoons. They're able to construct huts, but these usually turn out to be very weak and shabby.

Hidden 10 yrs ago 9 yrs ago Post by Neruu
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Neruu

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Here goes my post of sheet along with list of named Alvith. I've also done a little bit of info on boar like creature they have. Will add some pictures at later date.

Name of Race: Alvith
Pic/Description (either one, but both is preferred):

A adult Alvith at stands in range height of 8-9ft with a weight range of 760-936lbs. Alvith are a humanoid species with two arms, two legs, and long tails averaging at 5ft. Entire body of a Alvith is covered in thick scales that are colored earthy greens and browns. Each hand has three clawed fingers and a clawed thumb while feet have three clawed toes.
Racial Characteristics (things specific to the race): The Alvith large tails help propel them through water for a quick boost of speed though Alvith are poor swimmers. Scales that cover Alvith are thick providing a natural armor. Meat is the main diet of the Alvith though they are capable of eating other than meat a Alvith will get sick if majority of diet isn't meat. The scales of a Alvith have difficulty healing if damaged, if a scale is cut through it will scar leaving exposed weak point and if section of scales are cut off they do not grow back. Temperature extremes can affect a Alvith with extreme cold below freezing causing sluggishness in movements and the extreme heat above 95 degrees being dangerous to Alvith. The inability to deal with temperature extremes from scales not being good at keeping in heat in the cold and cannot sweat through scales in extreme heat. Due to size and demand running puts on a Alvith they cannot run on land for long distance. A brief sprint at best the Alvith fair better walking which makes running from danger not a option. The Alvith also reproduce slowly with a female only able to produce a single child every other year. Reasoning is not greatest with the Alvith and is reflected in how strength means everything in society for the Alvith. Complex reasoning to solve a issue does not come to mind of a Alvith. If a boulder is in way a group of Alvith will just try to brute force it away instead of trying to think of less labor intense way to deal with moving boulder.
Race Bio (personality, etc.): Strength is everything to the Alvith and to be weak is to be at bottom of social ladder. The strongest rule with absolute authority but are open to any challenger. Trials of combat for leadership are done by unarmed combat with first to fall unconscious or die being loser. If both go unconscious then first to wake is victor. All that matters in a leader is they are the strongest and win every challenge to rule. When a ruler dies of age the Alvith will fight for as many days of trials of combat it takes to decide the new leader. To kill others within same group outside trials of combat is punished by stripping of name and symbol of betrayal carved upon body for all to see. Those marked of betrayal are lower than weakest among a group of Alvith. The Alvith worship the sun as left eye and moon as right eye of the great serpent.
In Alvith mythology the great serpent died so corpse would become the land and left eye was to breathe life into land while right eye to observe death. Stars are seen as gleaming scales of great serpent. The sun viewed as left eye of great serpent associated with living life to fullest while moon right eye of the great serpent is associated with honoring the dead. The dead are burned only in bright sun or light of moon to show great serpent that a Alvith has lived a full life. Ashes are scattered to winds to be with great serpent. Those with mark of betrayal are not given honor and instead are buried to never be allowed to meet great serpent in sky.
The Alvith live as a single group in a large village that is run by strongest of the Alvith known as a Chief.
Location on Map: Smaller plains west of the mountains across the river branch that goes south.
Techs (specifically those not already given): Domestication(A race of boar like creatures they eat), Bone/Hide Huts (They build huts from bones and hide of creature they eat)
---
Scalo Village: Characters found in Scalo Village
Chief Scalo Kriivith - Old Elder Chieftain of the Alvith that has ruled from young adult to old age. Missing his left eye. Founding Chief of village of Scalo.
Raclo - One of villagers responsible for harvesting meat to distribute to rest of tribe. Raclo is male Alvith who also holds honor of giving Chief his food. Husband of Maule.
Maule - A female Alvith with role of herding Ogurk (In charge of Scalo Village Herd). Wife of Raclo.
Krascalo - A male Alvith that is number two of Scalo Village.

Rielo Village: Characters found in Rielo Village
Chief Rielo Kriivith - New Chieftain of the Alvith, bested Scalo in ritual combat. Grandson of Scalo. Rules village of Rielo. Husband of Vonle.
Kralo - A male Alvith with role of herding Ogurk. (In charge of Rielo Village Herd)
Oarlo - A male Alvith child. (son of Kralo)
Unnamed Female Elder
Unnamed Male Elder - missing left arm
Unnamed Male Elder - who walks with assistance of wooden spear
Vonle - A female Alvith that is number two in Rielo Village. Wife of Rielo Kriivith.
Kaalo - A male Alvith villager working on advancement in living conditions for Alvith.
Deceased: Characters that have died.
Woo no dead characters yet.

Ogurk are cattle sized giant boar like mammals but with more intricate horns than real world boar. The Alvith keep a single herd of trained Ogurk as a food source and skins they make shelter out of along with bones of the beasts.
Hidden 10 yrs ago Post by Gamecrazed
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Gamecrazed The Apocalyptic Cheeseburger

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(physical design may vary) Name: Skiblort. Nature: The Skiblorts are creatures who are very territorial. Description: The Skiblorts are a race of tribal gooey creatures that can form into somewhat solid forms, they can combine together and make shapes and such to work together. Area On The Map:
Hidden 10 yrs ago Post by Cuddle Pot
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Name: Yelb
Description: A adult Yelb stands from 3-4 feet on average and 20-30 pounds. They are characterized by bulbous heads and bellies and there two large eyes there necks and arms are slender while there legs are short and stumpy both hands and feet ending in only three toes. Turtle like scales on joints the top of the head range in color from teal to a seaweed green. The Yelb are very weak physically with soft skin and weak bones not suited for heavy labor. A egg clutch can contain up to 8 eggs at once most will hatch yet most wont survive to adulthood. Adult age is 4-6 years none have died of age.
Bio: The Yelb are a social race of herbivores that have a love of possessions. The Yelb typically live in small family groups who on contact with another group will merge the groups as if they were friends. Yelb have a insatiable curiosity and love for possessions and will pick up most anything they find lying on the ground. The Yelb are very dimwitted, trusting, and backward. If a Yelb leaves a favorite stone on the ground and another picks it up, the first will ask his friend what new item he has found. Yelb are know to be very good traders despite stupidity, knowing true value of an object and what they can get for it.
Location: On the beach and cove on the southwest part of map, near the grassland
Tech: Husbandry turtles that they ride, farming, trading
Hidden 10 yrs ago Post by Cuddle Pot
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Sorry its the best picture i could find for a turtle creature without its shell, also for the photo size and the Massive description. (I had to actually cut a lot to fit to the 150,000 limit)
Hidden 10 yrs ago 9 yrs ago Post by Joegreenbeen
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Joegreenbeen Head to the Sky

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Name of Race: Herenthor

Description: The Herenthor are a tunnel dwelling people who have tan, leathery skin and a short demeanor. All have roundish, bald heads and clawed hands for digging. Herenthor walk funny compared to humans, as their legs bend the opposite way, which is surprisingly useful for their digging style, but not for speed . Due to their digging habits, the average Herenthor has toned muscles and their skin is tough so they don’t get by underground debris. Besides their baldness, the gender’s have the same gender identifying characteristics as humans.

Racial Characteristics:
-The Herenthor are short, tan, and bald. They also eat both plants and animals.

-The Herenthor have clawed hands, which tend to be used for digging, though they are long enough to be like a knife or spade. The claws can be broken if they are hit in a way that they aren’t designed to withstand, it is uncertain if they will grow back. A typical adults claws range from six to eight inches.

-The Herenthor tend to easily build muscle mass, and can lift things easily. Their legs also bend “backwards”. Their skin is can also withstand most cuts, withstanding thorns and rocks, but probably not

-The Herenthor are typically slow and have an aversion to light, only active above ground at night.

-Their top digging speed is an average walking pace.

Race Bio: The Herenthor tend to be introverts, usually only having one close confidant. Both genders hold equal roles in the tribe. Each family usually only bares one child, so the Herenthor have a relatively small population. The eldest of the tribe is the one in charge, as they are considered the most wise. The Chief main role in the tribe is to act as jude, but occasionally he will call the tribe together to help a family in need, though these instances are few and far between.

The Herenthor have little untapped potential, as they have a strong thinking capacity. They would make great engineers, but they are so reclusive they tend not to share many ideas and work together. This leaves the tribes advancements stunted, with an occasional hike as a new idea is suddenly introduced.

The main Herenthor tribe lives in the desert, where they can easily build shelter, small huts with tunnels connecting them underground. To find food and water, they make daily exhibitions to the nearby forest. They are beginning to practice farming, but they have not brought it to the point where it is reliable.
Location on Map: On the desert in the middle of the Western side, including a little of the light greenery.

---

Characters:
Hmph: An young Herenthor in his adulthood. As a child he was very obstinate and this lead to him being banished form the village after his father died hunting.

Phamp: The wise leader of the Herenthor.

Rffh: The Herenthor who's life is dedicated to searching for new sentient species after witnessing a night walker fall from a tree.

Tref: A very excitable and enthusiastic Herenthor with a strong sense of curiosity. He discovered the process of making wells.

---
Herenthor Villages
Hidden 10 yrs ago Post by Elitestpotato
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Elitestpotato

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Name of Race: The Snow Brutes

Pic/Description (either one, but both is preferred): The Brutes are a humanoid people. Long, shaggy, pure white hair covers (and hangs off) the Snow Brute's entire body, parting only for medium size black eyes and a small mouth filled with many tiny, sharp teeth. They are a stocky, hardy people. 5 feet is the average height with 220 pounds being the average weight. Their arms and legs are short and stubby but thick and muscled.

Racial Characteristics (things specific to the race): The Snow Brutes are a very tough people. They thrive in harsh conditions, particularly in the cold. They are also very adaptive and very natural hunters and warriors. They are very strong. But they are prone to bursts of rage and are not very agile, fast, or smart.Their average life span is 60 years, reaching full maturity at 15 and stay in the same physical shape until their death.

Race Bio (personality, etc.): The Snow Brutes were once a chaotic, warring people. Many different tribes of Brutes fought and killed each other for little to no reason for many, many years. They murdered and plundered their own race until one day, the greatest warrior out of all the tribes, Dud, killed every leader of every separate tribe and those extremely loyal to them. He gathered the remaining Brutes and formed one great tribe. Dud hoped to one day be greater than just a self destroying race. Despite this, the Snow Brutes are still rooted in their war-like ways. They are skilled Warriors and Hunters. Hunting is their main way of food. They are also skilled at camouflage. Also, while not the smartest in the traditional sense, the Brutes are clever tacticians.

Location on Map: Far West Tundra, along the coast

Techs (specifically those not already given): Crude weapons and hunting tools. Camouflage.
Hidden 10 yrs ago 9 yrs ago Post by Diehard243
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Diehard243 The Cloaked Monster

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Name of Race: Soruli

Picture/Description:


(I decided to change the name of my beings from Coruli to Soruli.)

- A race with tall lanky builds of lean muscle, not built for excessive strength or toughness, but for flexibility and swift gymnastic feats. Though mainly bipedal, they are comfortable with moving on all fours.

- Heights of full adults vary between 5’0 to 6’0. The rare or rather exceptional Soruli could be 7 feet tall or gain more muscle structure, but these are generally less optimal for the activities of the people.

- Fur and small portions feathers accent portions of their bodies, whether upon their heads, neck to groin, or from the back of their neck to the small of their back. These accents may even go around their wrists and ankles or down their arms.

- Small talons are upon their hands and feet, mainly to help with gripping branches or prey.

- They are not inclined to colder climates and generally prefer humid/hot regions.

~~~

Racial Characteristics (Things Specific to the Race):

- Eyes for any of the Soruli are large and each has a varying color with floating flecks of a white that resemble stars.
(Akin to this Owl’s: )

- Their skin is of an ashy-grey, the colors of the furs and feathers vary wildly.

- They are able to make high-pitched songs and outcries like that of birds to communicate. Whilst also able to replicate sounds they hear around themselves.

- The Soruli's reproductive organs are internal and further making the line between male and female harder to distinguish, both male and female can carry and lay fertilized eggs though a female is always required to produce and transfer them through relations.

~~~

Race Bio (Personality, etc.):

The Soruli. An overall peaceful race, more characterized by their curiosity. The greyish portions of their flesh are commonly painted with things found to befit the nature around them.

They tend to take things as they come and experiment with what they have, approaching new things with caution and observation.

Culturally, either male or female can be a leader in any smaller group, though larger groups tend to form Councils that oversee different tasks. Otherwise Soruli tend to just do what needs to be done with no regard for rank otherwise.

Within the land they inhabit, they generally tend to shift from spot to spot in a place settled. An open clearing one day and the branches of the treetops on another.

~~~

Current intended development: Agricultural/Religious or Scientific

They will most certainly collect and plant things in time, as well as raise animals for their use and consumption. A balance might be struck between Religion and Science, as they will try to continue their peaceful ways to some capacity and also further their understanding of the world.

Beginning Techs (Given):
Cloth Weaving.
Fire-Making.
Wood-Tools.

Given Tech:
Basic Flutes (They themselves could create wind noises akin to flutes.)
Basic Drums. (For celebration, general entertainment, etc.)
Stone Tools. (For grinding, basic hacking/cutting.)

Tech Development:

Animal Husbandry: 2/4
"Herbal Medicine": 2/3

~~~

Location on Map: South-East on the current provided map in a central portion of the rainforest that stops at a river-side. (Color: Pink)



Main Characters So Far:

Ima: Exploration Leader, Council Member. (Eyes: Deep Blue.) (Fur: Cream w/ Silver Feathers.)

Je-Re: Leader of Curiosity, Council Member. (Eyes: Yellow.) (Fur: Dirt Brown w/ Black Feathers)

Mahl: Parent of All, Council Member. (Eyes: Bright Red.) (Fur: White w/ White Feathers)

Cor: Mate of Ima, Explorer. (Eyes: Light Brown) (Fur: White w/Fluffy White feathers.)

Mica: Mate of Ima, Explorer. (Eyes: Light Blue) (Fur: Black w/Charcoal Feathers.)

Naho: Water-Liking Soruli, General Resident. (Eyes: Deep Orange) (Fur: Dark Red w/No visible feathers.)

Hidden 10 yrs ago 9 yrs ago Post by Raindeer
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Raindeer The Ashen God-king

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Name of Race: Ashen Hounds

Pic/Description:
They are a mostly quadpedal race that are capable of standing on their hind legs in a hunched over way when neccesary. When bipedal they stand between 5-6 foot tall and when quadrapedal 3-4 foot tall. They tend to weigh between 300-450 pounds, although slightly larger ones both in terms of height and weight may occur.

They have large bear like paws, with long thick claws, being their primary weapon. They have a form of opposable thumb in the shape of a long claw that bends in the shape of a human thumb that works well for gripping.

The males have a brown fur, while the females have a slightly darker tone. However, they also have emerald green scales along the outer portions of their legs, necks, arms and most of their back.

Their three tails are long, muscular and rather fluffy. They have the head shape of a wolf, however, the males have a longer and thicker muzzle.

Racial Characteristics (things specific to the race):

They primarily live in dens dug into hillsides or next to larger trees.

Their main way of communication is howls and barking, while knowledge is retained through simple depictions in bark taken from fallen trees.

They are omnivores, but always take meat over any other sort of food if avaliable.

Their claws are commonly managed by clawing trees or stones found around them to prevent overgrowth.

They believe in the two ancestors, the first Ashen to arise. They are the mother and father of the Alpha's, whom are regarded as god-kings, standing far above any other. While the Alpha holds the final say in all things, it is common for them to listen to their pack mates before making a decision that impacts everyone.

Main Strengths:

Their stamina, which would allow them to chase prey for hours, or days if necessary, as well as their sturdy builds, allowing them to take quite a beating, although they avoid it if possible. (Just because you can withstand pain does not mean you wish to.)

They are also, due to their muscular build, very strong for their size.

Main Weaknesses:

While having very tough claws, their weight makes it very hard for them to climb up trees.

While their scales are decent at deflecting slashing strikes, once a scale is ripped loose, they take a very long time to grow back, and even longer to be as tough as the original scale. The scales also make it harder for them to treat themselves if injured badly, for an ill placed lick or paw could get sliced against the exposed edges of scales around the wound.

The parts of their body with fur are fleshy and unprotected.

They are not very good swimmers, and have therefore learned how to cross rivers by constructing primitive bridges to get across.

~~~

Race Bio (personality, etc.): The Ashen are a tribal people that live in clans and rarely interact with eachother outside of their respective clan unless an outside threat emerges.

Females and males are considered equal, it is their size and skills that decide what their role within the clan becomes.

They are knowledge seekers, often experimenting with whatever they can get their paws on, for better or worse.

Techs (Specifically Those not already given): Stones with their claws = Sometimes Fire.
Woodcarving
Basic tools

Location on Map:

_____________________________________________________________________
Important characters:
Alpha: The Howling Hound clan's Alpha.

Borje and Leif: The older and younger inventors of tools.

Torvald: Leader of the border patrol.

Olivia: Older female, second in command of the border patrol.

Emma: Younger female, part of the border patrol.
Hidden 9 yrs ago Post by Shoggothought
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Shoggothought The Superb Soviet

Member Seen 9 yrs ago

Name of Race: Polypodis Homines (Polypodises)
Pic/Description:

(subtract the evil looking apparel)
The Polypodises are a race of humanoid squid-like creature with a head resembling a squid and a humanoid body. These creatures often wear elaborate clothing which are used to show their administrative function. The color of these creatures vary, however typically they are purple or orange.
Racial Characteristics (things specific to the race): The Polypodis Homines is the administrative caste of the Society (the name of the races coalition) and thus they are responsible for all political and economic happenings in the Society (which obviously at the moment is virtually limited to basic tribal disputes, trade, and government). They are the most wealthy class in the Society and are known for their skills regarding political intrigue and leadership. Polypodises also are able to survive underwater and are able to travel fairly quickly through the water. This being said, most Polypodises find it very difficult to travel very fast on the surface.
Race Bio (personality, etc.):Polypodises are generally quite similar to humans. Typically, Polypodises are quite diplomatic and polite, however, they also show very greedy, selfish, and deceptive behavior.Typically, they will betray each other to gain political power if given the chance. The Polypodises caste is split up into three subsections including: The political sector, which assists in everywhere from diplomacy to a feudal political system. There is also the Choir, which is the religious administration who manage religious affairs and perform sacrifices for the Polypodises's patron god Cthugha. Lastly, there is the feudal caste, which is made up of merchants that manage properties.
Location on Map:
http://imgur.com/urQX7kq
Techs (specifically those not already given): Very primitive form of politics and diplomacy, trade
Leadership of the Society: The Society is led by a council of Polypodises (with the exception of Mr. Thought, who is Ferream) that manage their own sectors and subjects. The members of the council are:
Mr. Apple- Food distribution and gathering
Mr. Exchange- Trade and feudal merchants
Mr. Death- War and labor
Mr. Thought- Research and philosophy
Mr. Marsh- The Choir and religious affairs
Mr. Consul- The absolute leader of the Society

Name of Race: The Ferream
Pic/Description:
(Closest I could find)
The Ferream are a species of semi-humanoid creatures known for their extremely odd facial appearance that looks as if it is one wearing a bird-mask. The Ferream are also very well known for their very strange anatomy. They also display the incredibly odd ability to twist their neck 360 degrees. The Ferream According to the Choir, descended from trees which is evidenced by the strange similarities between their flesh and wood.
Racial Characteristics (things specific to the race): The Ferream belong to the Artisan class and act as the scientists, entertainers, philosophers, and soldiers of the Society.
Race Bio (personality, etc.): The Ferream are extremely violent and unsympathetic creatures. They display little to no emotional responses to suffering and their behavior reflects the idea that they are indeed incapable of pity. Despite this, the Ferream have a significant drive for knowledge, making them fantastic scientists and philosophers. They also make good entertainers, due to their lack of any emotional attachment to even themselves allowing for picture perfect acting (which really doesn't matter until theater is developed.)

Name of Race: The Illis
Pic/Description:
The Illis are a race of disfigured creatures that are almost genetically identical to humans. Due to their extraordinary disfigurement, they are forced to wear large painted wooden spheres over their head.
Racial Characteristics (things specific to the race): The Illis, unlike the other races, has no practical usage outside basic tasks such as hard labor tasks. As previously mentioned, the Illis are forced to cover their heads as their facial disfigurement displeases their overlords.
Race Bio (personality, etc.): The Illis are an unfortunate species, lacking both the capacity to think or feel. They are given tasks to do by their overlords and they attempt to perform said action. They are unable to think beyond basic instruction, and have little to no emotional reaction to anything. The Illis are not capable of such things. In the mind of one of the Illis, all that exists is survival and instruction.
Hidden 9 yrs ago 9 yrs ago Post by Father Dagon
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Father Dagon The Ayatollah of Rock-and-Rolla

Member Seen 9 yrs ago

Name of Race: Nalusa Falaya (better known as the Night-Walkers)

Pic/Description (either one, but both is preferred): This isn't perfect, but its the best I could find without being corrupted by "that" part of the internet.


The "Night-Walkers" are a species of humanoid creatures that have, over time, evolved an obsidian-black skin tone as a camouflage for them in the dark forest area in which their society exists. They are of a relatively small size, most adults only amounting to 4 feet tall. A distinguishing characteristic is their ears, which are often larger and straighter than that of average humanoid species.

Racial Characteristics (things specific to the race): These creatures are nocturnal, often hunting and performing most important functions during the night. In this dark environment and acting at night, the Night-Walkers have developed enhanced hearing (hence the changes to the structure) which they depend upon more frequently than their eyes. The smaller structure of these creatures has made them quite agile, and their primitive tribes are often built high in the trees of their native forest. The average life of a Night-Walker ranges anywhere from 40-50 years depending on class, luck, and health (based upon chimpanzees, which live around 45 years in the wild according to the Chimpanzee Sanctuary Northwest).

Race Bio (personality, etc.): The Night-Walkers are characterized by their prideful, strangely optimistic, and perhaps even narcissistic outlook on society, contrasting with their foreboding architecture and environment. These creatures are often quite protective of their claimed territory, though they rarely expand. That being said, typically, Night-Walkers find it difficult to communicate with outsiders due to their natural physical weakness and their reclusive behavior when faced with direct confrontation of this sort. The only outside interaction on a major scale is the Choir's yearly tribute given to the Night-Walkers due to their belief that they are the reanimated corpses of Illis, decomposed to the point where they have gained sentience that they lacked in life. Rich merchants in "The Society" will sacrifice a small group of Illis and place their corpses in the forest, believing that it will grant them their favor.

Location on Map:

Techs (specifically those not already given): Basic bows and archery (the Night Walkers take great pride in their preferred style of combat, archery), tactics/basic communication (necessary development to deter much stronger and fiercer predators), and construction (huts and basic wooden platforms in the trees, the home of the Night-Walkers).

Developed Techs (for future reference when I inevitably lose track)- Inter-Species Communication Method, Map Making, and Trapping

Characters (will be updated as more are added)-
Living-
Haixun- Advocate for exploration and outside interaction, also son of Bolach. First Chief of Chiefs
Estrella- Female child, twin to Lunas.
Lunas- Male child, twin to Estrella.
Kiebal- Architect in charge of constructing the new village of Kaaba.
Zamaxar- New Chief of Imlona.

Dead-
Bolach- chief of the village, Khlin. Killed by Snisir
Trixarch- chief of the village, Imlona. Killed by Bolach.

Locations- Khlin, tree-village and capital of the Night-Walkers
Imlona, tree-village on the other side of the homeland forests
The Homelands, the walker name for the forest in which they make their home.
Kaaba- New village in construction on the Heart Tree

Moon Phases:
Note- All of these are "The Night of-"
New Moon- The Hidden Light
Waxing Crescent Moon- Hilal
Half Moon- The Great Balance
Waxing Gibbous- The Final Siege
Full Moon- The Second Flame
Waning Gibbous- The Lost Fire
Half-Moon- The Great Balance
Waning Crescent- Kafa
Hidden 9 yrs ago 9 yrs ago Post by Nerevarine
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Nerevarine Frá hvem rinnur þú? - ᚠᚱᚬ᛫ᚼᚢᛅᛁᛘ᛫ᚱᛁᚾᛅᛦ᛫ᚦᚢ

Member Seen 4 yrs ago

adding because i forgot to earlier

Name of Race: arsurón bära̋kH (pronounced ar-soo-rawn behrehkh)
Pic/Description:

Racial Characteristics: The Arsurón possess slippery, amphibian-like skin, typically teal or bluish green. This skin allows for direct transfer of oxygen to blood when submerged in flowing water, and allows the Arsurón to absorb the water from the air of damp enviroments. This skin also makes them suseptable to water soluable poisons and toxins at a much higher rate than most. Their yellow colored eyes give them thr ability to see perfectly underwater. In addition to elflike ears and slender phisiques, they have sharp teeth and sharp, knifelike claws.
Race Bio (personality, etc.): The Arsurón's origins are obscure and uncertain, it is unknown if they arose from sea dwelling life, or diverged from a land dwelling species that returned to the water. What is known is they first appeared as elflike amphibians along the Arsur coasts. Following fish and other sea life up and down the shorelines, the Arsurón developed the boat centered, sea based nomadic lifestyle they live currently, also conducting incursions and raids on small settlements along the nearby rivers where they take captives for use as slaves.
Location on Map:

Techs (specifically those not already given): Bone Tools, Simple Shipbuilding

Characters:
AnreH -Anam's daughter, heiress apparent of the throne; previously named BisreH (AnrekH in Bronze Age dialect)
Anlug - A scout who would go on to found the ninja-like bätänjűr branch of the Arsuron scouts and their style of martial arts.
Anjer - Leader of Lotus Colony
AntekH - Holy Änfïr of the Mathematics Cult (AndekH in Bronze Age dialect)

Deceased Figures:

Angar - a power hungry trator and usurper.
Anam - Leader of the Alliance, chief of all Arsuron
Anrétt - Leader of the scouts, a genius who singlehandedly created writting and established the first true diplomatic relations. Later deified after death.
Hidden 9 yrs ago 9 yrs ago Post by orangebox
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orangebox

Member Seen 4 yrs ago

Name of Race: Uaru

Pic/Description :


The Uaru are a race of humanoid avians, with large beautiful feathered wings sprouting from their hips. With a wingspan of twice their physical height if stretched coupled by strong wing muscles, this allows the Uaru flight. When not in use, the wings can be neatly folded and tucked by the hips - often used as a means of warming up their bodies while they squat and huddle up. They are however, rather small in physical stature, with an average height of 4'4", visually similar that of a human child. This leaves them with less than desired physical strength, since most of their muscle mass are centered around their wings. Their facial features are effeminate and childlike, leaving it quite hard for many to idenfity an Uaru's gender. An Uaru's lifespan usually lasts an average of 50 years should they die of old age, but their physical features doesn't seem to age proportionately. However, the harsh life in the glacial mountaintops leaves many dead before their time.

Race Bio (personality, etc.): The Uaru are predominantly characterized by their sociable and accepting attitude to the world outside their civilization. The Uaru males tend to decorate themselves, the flashier they are - the more 'masculine' they seem to be. As such, Uaru males are oftenly the 'best-dressed' in any festivity. Uaru females tend to be less worried about their physical appearance in contrast.

As a nomadic society, they have an age old tradition of welcoming travelers and providing hospitable aid in their journey. Due to the relative distance an Uaru family lives apart to another family, visitors are an extremely rare occasion. As such, every visitor that makes way to an Uaru's tents usually calls for festivities of some sort. The Uaru pride themselves with a beautiful voice, similar to that of a human female's; high pitched but mellow and often uses their voice as a form of entertainment. Both genders share the same variation of voices, making it that much harder to differentiate a male and a female. Melodies orchestrated through the use of hymns are often sang accompanied by a howling wind.

Traditionally, the Uaruin worship the two entities that provide for them in the cycle of life and death; the Earth Mother and the Sky Father. The Earth Mother is a symbol of bounty of the land and life, where the mortal beings live - while the Sky Father is a symbol of fate and death, where the deceased shall be free from the nurturing warmth of the Earth Mother, and off into a distant journey with the Sky Father's guidance to their backs. They begin as a nomadic group, with a foundation of a hunter-gatherer people.

Location on Map:


Techs: Through the tinkering of ballistic weaponry from which they first used javelins to hunt, the Uaru have began to understand the usage of the Bow.
Hidden 9 yrs ago Post by WendigoRoss
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WendigoRoss FleshEater

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Race: Ungly-hai
http://koutanagamori.deviantart.com/art/Lizard-man-168597199
(Not my drawing, pls don't sue me...)
Bio:
Hailing from the southern rainforest, the Ungly-hai are an advanced race of humanoid reptilians that specialize in politics and agriculture.
As a peaceful people the Ungly-hai have honed their skills as great politicians and traders giving them an economic foothold over some nations, in addition not only are the Ungly-hai skilled politicians, they are expert farmers and have large clearings converted into farms. Because of this Ungly-hai cities are scattered loosely around the rainforest. The Ungly-hai religion is made up of three gods, Bulramal the god of wisdom, Kunramal god of life, and Yunramal god of death. The gods have very specific roles in Ungly-hai society, Traders and politicians worship Bulramal, Farmers and herders worship Kunramal, then warriors and Deathbearers worship Yunramal.
The lifespan of and Ungly-hai is long ranging from 120-160 years old, an Ungly-hai matures at the age of 30 (they are able to reproduce at 20),
A female can give (live) birth to a clutch of 3 or more. After birth the females must rest for at least a week, in that time the children will be cared for by the male. An Ungly-hai female can give birth up to three times if they decide to have a fourth clutch a female will pay with her life.

Jobs:
Trader(Common) Exchanges any food, weapons, and tools for money.
Politician(Common) A diplomat that talks to other races and tries to set up trade routs peace treaties etc...
Farmer(Very Common) A simple civilian that tends the fields of veggies.
Smiths(Uncommon) Makes weapons and tools in exchange for Rok
Builders(Common) Builds buildings for Ungly-hai cities
Council Member(Very Uncommon) Lead politicians of the Ungly-hai race, makes the decisions of Going to War or Alliances with other factions.
Warriors(Uncommon(unless at war)) Infantry for when the Council decides to go to war.
Deathbearers(Uncommon) Skilled medics and healers that collect herbs and medicine for the sick/injured (Also bury the dead).
Warlocks(Very uncommon) The scientists of the Ungly-hai researches new technology.
Hunters(Very common) Hunt animals to feed the cities.


Military:
The Ungly-hai military specializes with light infantry and siege weaponry
Infantry:
Stalkershttps://s-media-cache-ak0.pinimg.com/236x/fd/fa/bd/fdfabd0667223947a3bd44ecd44a3c6d.jpg
Tridentshttp://www.algadon.com/images/monsters/lizard_warrior.png
Shadowshttp://th09.deviantart.net/fs70/PRE/i/2010/195/a/e/Lizardman_Archer_by_Walsidar.jpg
Bleedershttp://fc04.deviantart.net/fs25/f/2008/086/3/a/Raptor_Warrior_by_predaguy.jpg
Siege weapons/vehicles
http://www.theevidence.org.uk/library/accurate4_4.gif
http://gw2.mmorpg-life.com/wp-content/uploads/2012/06/catapult-Gw2-siege-weapons.jpg
https://tristenheffelfingerkelseyroush.wikispaces.com/file/view/Siege_Tower.jpg/201887944/Siege_Tower.jpg

Architecture and crafts:
Ungly-hai are clumsy builders, most of their buildings and craft are (to say the least) crudely made with anything they can get their claws on.
Only buildings with great importance (Council chambers, healer huts, farms, siege weapons) are built with the best builders the city has to offer, tools and weapons degrade fast so Smiths are a must with Army's or Warbands.

Racial Characteristics:
Tall(7ft-)
Soft scales(Natural armor is shit)
Long limbs(Has a better reach)
Low light vision(Can see in the dark fairly well)
Slow breeders(Every clutch must be birthed six months apart(Pregnancy last up to 5-7months))
Bright(Slightly better intellect then normal)
Sociable(Society is everything(Must have a companion or someone to talk to))
Trusting(Not always a good thing)
Clumsy builders and craftmen(Not that good at building Huts...)

Techs:
(So far)
Stone weapons
Agriculture

NOTE:
I know we are in the tribal stage so I have no siege weapons, just wanted to have an image for the future...
Hidden 9 yrs ago 9 yrs ago Post by Veoline
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Veoline

Member Seen 7 yrs ago

Name of Race : Isáwa (pronounce Ee-sa-wah)
Pic/Description : http://i.imgur.com/ysaXY0n.jpg The Isáwa are a humanoid species, measuring on average 1.2-1.8 meters high. They are omnivorous, eating mostly berries, insects, fish and other small animals. They have residual hair, usually white, and are generally colored beige to grey, with the occasional white or black individual. Their eyes can be colored black, red, lavender, orange, deep blue and seldom gold, with a white iris.

Racial characteristics : Having evolved in wide open prairies carved up by deep canyons, the Isáwa have developed an extremely keen sense of vision ; they can see small objects fairly well at a distance of up to 100 meters. Furthermore, they have excellent stamina, and possess a retractable claw on their hand, as well as sharp claws on their feet, which aide them in climbing the steep cliffs of their homeland. What is most peculiar perhaps, with the Isáwa, is the way they reproduce. The two appendages falling from their cranium are in fact reproductive organs, which also double as a tool of sensory exchange between individuals, conveying moods and emotions. To reproduce, the Isáwa, which are hermaphroditic, must first connect their appendages, which results in the exchange of the gametes. One of the individuals must then proceed to fertilize a third indivual, which will incubate the resulting embryo for the next 6 months.

Race bio : The existence of only one gender- every individual is potentially the mate of any other – and the necessity of having three Isáwa cooperate to breed, have fostered a generally peaceful culture founded upon the values of trust and solidarity. Isáwa society values above everything else honesty, sometimes to a fault, community, justice, and transparency. The Isáwa worldview is structured by the cult of Šewár (pronounce Shé-wahr with a rolled r ), an all-encompassing deity which comprises all of nature, existence, time, concepts, and extends infinitely beyond. Šewár possesses three main aspects, Onúma (Oh-noo-ma), who gives life, Kyewón (Kyeh-won) who preserves and nurtures life, and Bahéra (Ba-hey-ra), who takes life and lets the cycle begin anew. Under these are numerous other deities, each corresponding to a force or feature of nature, a moral concept, etc.

Location of map : To the south of the great mountain range, between the two rivers.


Techs (specifically those not already given) : canoe, colored pigments
List of important characters :
Sôwán- current coordinator of the Eláda settlement
Muwáya- Shaman of sorts, artist.
Veláh- best hunter
Gyôgon- best berry gatherer
Dokûra- best crafter
Places : Main settlement called Eláda (Home)
8 other settlements
Hidden 9 yrs ago 9 yrs ago Post by Joegreenbeen
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Joegreenbeen Head to the Sky

Member Seen 8 mos ago

Oops, my bad...
Hidden 9 yrs ago Post by Double Capybara
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Double Capybara Thank you for releasing me

Member Seen 2 mos ago

Name of Race: Ukalli
Pic/Description
(I'm having a bit of trouble with my go-to character maker. Once I fix it I will make one, for now just description)
This androgynous specie stands at 1,40 to 1,65m when adult. This species overall appearance really alludes to an Amber "Stone", the "child" of this species is only composed of a sap-like substance and has trouble standing up or maneuvering objects. When they transform into adults their body gets an outward layer composed of the crystallized version o that substance, this takes away their goo-ish appearance and clumsy movements.

The species is partially see trough, becoming more solid if they are dehydrated. Its eyes are pupil-less and usually very round. It has no nose or ears but it does have a mouth. It has something that looks like hair on its head but in truth its something like human fat and acts as an emergency food, its placement is strategic since it keeps its core nervous system on its head.

Its colors are usually blue, orange and magenta, having the eyes and "hair" being of stronger colors. Trough the body you can usually see little sparkling crystals, specially at night, and after a meal its common for this species to actually emit a faint light trough some glands of its body, this is a way it found to eliminate impurities when away from water-sources (It only prolongs the necessary bath though).

Racial Characteristics:

The first thing one would probably notice when they meet a Ukalli (outside of the transparency) is that they are mute. This species developed nothing similar to vocal cords. This is probably the main reason why they are still on a hunter-gatherer lifestyle when other species are more developed, as communication used to be very hard (More on that in the bio)

Its skin might sound impressive when you compare it to the stone-like amber, but in truth its only a bit harder than the average skin and by no means as strong as leather. The real advantage is that due to their nature they can restore limbs, that is why the hair exists, a finger usually reforms in a week, a hand takes a month and further time resting to fully restore, an arm usually will be trouble for half a year. A beheading is most of the times fatal, the shock alone kills the nervous system, but, if by luck it survives unharmed its actually possible for the Ukalli to restore its body, quite easily if the enemy was foolish enough to leave the head close to the original body, when that is not the case the recovery is something that takes years and will either need the Ukalli to be very cunning or for a fellow tribefolk to find it.

Its vision is specialized for the night and will be ineffective on day, that doesn't mean they can see clearly on dark caves for example

Now that probably raise the question about their death. First and foremost, slashing in half and beheading is usually a good kill, just make sure to smash the head. Backstabbing is usually a bad idea unless you are stabbing the back of the head. About age, a "child" usually lives up to 26 years if it does not transform into an adult, the adult life expectancy depends on how good is its union (formed when two "childs" unit to become one adult, a lot on that later) a bad one results in a 10-20 extra time for the adult, a good one up to 40-50... Then there is the perfect unions, giving up to 70 extra years. The death happens because the neural system gets too damaged to function.

Finally, reproduction and "infancy". Long ago in its bio-history the Ukalli used to ingest chalk, salt and clay to create the layer they needed to move better, that however directly attacked its nervous system killing it soon, however a mutation happened and took the bonds of male and female a bit deeper. "Childs" (By no means infants, but the analogy works) are male and female, in the long past they used to reproduce like many other species, then however came the specialization, where the partners unite, literally, with one becoming the exterior layer and giving the other the chance to focus more on its metabolism and mental capability, thus why the species is androgynous.

Race Bio:

Living in wildest corner of the southern jungle the Ukalli live a nomadic life, their eyes are sensible to the sun so they prefer to avoid the midday, they have not developed shelter yet so they live inside the large tree hallows of the jungle. The bad unions and the Childs usually only stay on the jungle, collecting berries, herbs, insects, roots and vines for the tribe. The more apt go to the west and hunt on the plains, taking advantage of the darkness of the night.

For a long time each Ukalli lived alone, due to the union and the lack of communication they felt socially complete and saw no sense in uniting. The real reason why tribes started to show was the large preys found in the west, and the united tribe was the very recent act of a single perfectly united person (Ukallis have yet to develop names, for now I call it "Leader") its tribe had developed a signal language system pretty recently and that helped it to round up the other groups

Since an Adult Ukalli can produce something close to a child each two years completely alone when it is properly feed one would think their numbers would be high, but it isn't the case, Unions are scary for most of them, the idea of uniting minds is already uncanny but there is also a lot of prejudice over the one who becomes the external part of the body, as usually the adult figure will look more like the one who is inside, most chiefs outright forbid their childs from uniting as the "outer".

Techs: Right now they are very primitive, only having the basic use of stones.
On the other side they already have a form of proto-writing, symbols they carve on barks to show the others what activities must be done on the day, with enough time this should gradually evolve into a ideogram language. A really, long time.
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