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The Pantheon: Post Cataclysm

Created Beings

a part of “The Pantheon: Post Cataclysm”, a fictional universe by Midnightclub.

Gods rule the cosmos and all that is within. As one of these elite beings how will you run the world? What will you create?

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Pantheon: Post Cataclysm”.
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Created Beings

Tips: 0.00 INK Postby Midnightclub on Wed Dec 19, 2012 2:28 am

This is the list of creatures and mortals as created by the gods. Each addition should be added by the player who's god created the mortals.
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Re: Created Beings

Tips: 0.00 INK Postby Vinno1234 on Thu Dec 20, 2012 7:17 am

Di-Dorem
You probably remember my idea for the Di-Dorem on the old Roleplay, which I never got around to. Well, not this time. This time, the first thing Torsc is going to do is build a device to forge the Di-Dorem from six different molds. However, they'd soon become your average, everyday organic being, with the exception of slightly metallic-looking skin, Hair being fine, crystalline fibers as opposed to keratin, and an ability to ingest certain crystals alongside regular meat & veggies. Half of each different type of Di-Dorem can be found living above ground, while the other half could be found below, in Torsc's caves. The six types of Di-Dorem are as follows:

Northern
These are the Di-Dorem that you'll most likely find in the northern lands if they're surface dwellers.

- Korrigan: Short, stocky, males tend to be bearded. Y'know em', y'love em', 's basically a Dwarf with the serials filed off.
- Trow: Stealthy sneaky Goblins. Trusted by Northern and Southern Di-Dorem, but not s'much by other races. Though, a Trow assassin is generally considered something to be valued.
- Grimalkin: Six-foot-tall muscular cat people with a strong tolerance for the cold. Hey, somebody in this motley crew needed to be able to reach the top shelf.

Southern
These are the Di-Dorem that you'll most likely find in the southern lands if they're surface dwellers.

- Djinni. What you think of when you hear the word "Genie". Generally the most magically gifted, with one in three being born with magical talent. Look humany, but lean, and with natural markings on their skin that resemble Tattoos. But, they're by far the most capricious.
- Ifriti: Sort look like the traditional notion of "demons", with human-ish features aside from reddish skin, horns and tails. All that jazz. Magical talent, while not unheard of, isn't very common amongst them.
- Ophidians: Snake-people (with legs, as opposed to just slithering about). Magical talent isn't TOO prevalent among them, but it's not all that rare either. Female Heads are shaped like your average Human's, with the exception of being, well, scaly, while Male Heads look more reptilian. Females have cobra-esque hoods, while males have rattlers on the end of their tails.
Last edited by Vinno1234 on Sat Jan 05, 2013 8:03 pm, edited 5 times in total.

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Re: Created Beings

Tips: 0.00 INK Postby Seveneleven on Mon Dec 24, 2012 12:35 am

The Forces of Death

Archedons: Hideously grotesque beings, created by Othuma. The funny thing about these creatures is the most prevalent parody he could make. They are born dead instead of living. Also called Mock Living, these creatures are in a way, mass produced and come in various styles. Instead of having individual intelligence, they have like a hive mind. Each of them working to a grand design by their leader. They hardly have any emotions beyond killing and obeying. These malformed manifestations are the back bone of Othuma's forces. They hardly have any color besides a gloomy grey, like found on a cloudy day. The only visible features they have are a misshapen face, some have eyes or noses and mouths and ears. Some lack some of those parts or only have one a piece ( if there are two extremities.) They are bipedal and have two arms, but the Archedons have the ability to physically alter their appendages. They can grow bladed claws, or just plain blades or spikes. They have also been known to grow bows and change their flesh into detachable arrows.

Now they aren't impossible to kill, in fact they can die like any mortal, just without all of those mortal weakness. Like fear, pain, and hunger. They are meant to be dispersible, dispensable, obedient soldiers.

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Werebears: Another attempt at parody, comes this imitation of an Elder God's work. Taking inspiration from Cragin's werewolves comes this imitation of the famous creature. While he liked the idea, he wanted something that could not only compete with Cragin's wolves but outperform them. He created a more stronger, bigger, and meaner interpretation, the Werebear. Strong and resilient warriors, that threaten to crush anything in their path. Now these creatures are not expendable like the Archedons. No, they have more special place in his forces since these are living, intelligent creatures. These are the muscle of his forces and are meant to maul anyone that dare challenge their most illustrious god.

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They appear like bears, except larger, more intelligent, and mainly bipedal. They can be quadrupedal when needing to run, and don't mistake their husky size as a hindrance, they are very fast when they gain their stride. They come in a variety of fur colors, like white, black, brown, and grey. These creatures do speak in an comprehensible language.

Silthe: A race of slender, elongated creatures that serve as scouts, assassins, and other background forces. They too can be found in amidst the shambling hordes of Archedons, just beware when you cross one, they are swift and dangerously graceful creatures. The have long legs, whose ankles are high up and are protruding, much like that found on horses or deer. They have claws on there feet, and claws on their hands. Their arms are also elongated and all have long, non prehensile tails. They are generally white in color and have no fur. Their eyes are often almond shaped, and the iris are usually pink or purple. They don't have noses, say slits for nostrils and no recognizable ears, yet they can hear.

Silthes are mostly bipedal, but assume quadrupedal stances when running or climbing. Silthes have been known to climb most any surfaces without much trouble, even steep vertical inclines. There are some variations to the Silthe. While most fit this description some are born with wings. These winged Silthe have wings much like that found on a bat. With the skin membrane that is light enough to support flight. They are excellent fliers but not built for long distance travel. They have great intelligence and can comprehend language and the use of tools and armor. While they don't speak a defined language unlike, say Werebears, but they do communicate with unique sounds. A sort of language of their own. I failed to mention, but the Silthe are completely hairless, devoid of any fur or hair. They also do have sharp fangs.


Armatory: Not all souls it seems reach the promised land or even the depths of the Inferno. Perhaps a fate worse than death is serving Death itself. Lost souls captured by the God of Death and bounded through dark magic to suits of armor. Not the kind of afterlife anyone would want. To act as guardians of Othuma's palace, these unrelenting sentries watch his domain and will strike down any invader. Being made of armor makes this a tough foe to kill. Not being any form of living, one must disconnect the spirit from the armor to stop this possessed force. Having to do this makes this the perfect guard for Othuma.

There armor is almost always pitch black. They always carry swords and shields. Some do take up archery as well. They can speak but it's usually harrowing to hear their ghostly wail. Nothing but deep lamentation can be deciphered. An eternity of servitude...enough to make most cry. Be warned do not take this as a sign of relief they will attack on sight and will kill without hesitation.

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Wendigos: Gargantuan monsters that terrorize the frozen north. They are vicious meat-eaters that survive out in the most harsh of cold weather conditions. They are bipedal humanoids that have a set of four horns upon their head. Two that appear to grow from the forehead and curves back and two that grow from the back of it's ears and also curves. Their top horns can grow very long, while their bottom do not stretch as far. They have no eyes and have slits for nostrils. They have rows of sharp, menacing teeth that threaten to destroy. They have large claws upon their hands and have tufts of fur on their forearms and head down to their shoulders and top of their back.

Normally these creatures are too wild and vicious, but paired up with Beast Masters, and these creature is used as a powerful work horse. They do all of the heavy lifting and such and do make nice siege weapons.

Draugen: Lost souls corrupted and twisted to fill a greater design. These were once the souls of raiders and pillagers, now made marines in Othuma's army. Much like Armatories, they are condemned to a life of servitude to the God of Death, but it ain't so bad a job. They get to be seafarers and once again continue their plundering and raiding, all for a common goal. There are not as many of them as compared to the mass produced Archedons. Not to mention the consideration of the amount of souls one needs, but they are still plentiful to fuel the Death War Machine. They also have more semblance of intelligence unlike Archedons or Armatories. They are capable of speech and thought, but they only care about fulfilling their desires which works well with Othuma. They help him get what he wants, because they end up getting what they want. They also serve as Beast Masters to the Wendigo. Much like the Archedons, they too do not suffer from such mortal weaknesses, like exhaustion or pain. Yet, they can die like any other creature.

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The Defected Brood (Azure Brood): Not all dragons followed Malus since their creation. While most were loyal to their patron god, the blue scaled dragons found dissonance with the Dragon God. Preferring the cold and ice over fire they would soon leave Malus to find a new realm to live in. This of course caused trouble and many of the defectors died. While hardships seemed plenty for them, an even greater threat befell them. The Cataclysm would finish what Malus could not, eliminate the Ice Dragons.

Now all of this time, it would be chance that Othuma would find the bodies, thanks to a large mass of a soul in his realm. Once Othuma located this soul, it was that of an Ice Dragon, it lost it's way after it's death. Othuma offered it a chance to return to the land of the living, only if it would work for it's new deity. Not seeing much options the dragon soul accepted. After the unholy resurrection of the dragon, Othuma would go on to continue to find more dragon souls and returned them to their bodies.

These Dragons look like any other dragon one could think of. Wings, scales, claws, horns, and tails. They are commonly blue but variations have been seen before. None of them spit fire only ice. These discarded dragons are used mainly for air attacks and the like. They retain their intelligence, being the smartest out of all of Othuma's forces. Unlike the others which have some sort of binding to Othuma, the Ice Dragons do not. They merely are grateful to Othuma and are happy to help fulfill the Death God's dream. An eternal state of winter, that is something the dragons would like as well.

*The Types of Dragons in the Brood

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Ancient- The Largest and most oldest of the Blue Dragons. This is the type that their leader, Frostwing belongs to. They have the greatest intelligence and the most magical power. Not to mention one of the most strongest. All other Dragons look towards the Ancient Ones for guidance and leadership. They normally don't engage in battle.

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Mature- Equally large Dragons, but lack the same magical power and experience as the Ancients. They are no less dangerous and are the most vicious of the Dragon types. These great dragons block out the sun in their great flocks, and seek to rain death and destruction upon the heads of their enemies. These are usually the commanders of the Dragons in battle.

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Adolescent- What the scores of Dragon fleets are made of. Young Dragons old enough to fly into battle. They have the most energy compared to the older ones. While they have the lease experience, guided by the Mature, these dragons will make up for it in sheer numbers. These Dragons are the most prevalent and will be commonly found on the battlefield.

Wyvern- Smaller cousin of the Dragon. These dragonoids are most recognizable by their missing of two front legs. They have a more sleek design and are incredibly swift flyers. While they do not blow ice, like their cousins, they make up for it in ferocity.

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Drake- Wingless cousins of the Dragon. These Dragons have adapted to being excellent climbers. Able to scale most surfaces. They do blow ice like their cousins, but are not as large as a regular dragon. They are used in ground assaults.

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Dragonkin- Bipedal Dragonoids, that range from anywhere between 5'11"-6'7" in height. They are flightless but have the greatest capacity for military strikes. While most Dragonoids are restricted by size, Dragonkin can invade and fight soldiers straight on the field. These are perhaps the second largest population of the Brood behind the Pure Dragons. They wear armor, and wield weapons. These are also used as emissaries and diplomats, since their size is the least intimidating. Like all Dragonoids they speak the language Draconic, but also speak the language of the gods.


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Last edited by Seveneleven on Thu Jan 10, 2013 10:01 pm, edited 14 times in total.
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Re: Created Beings

Tips: 0.00 INK Postby ZacharyTC on Tue Dec 25, 2012 7:07 am

Creations by Adarani

Vitaiim: This is the oldest race within the Sacriran Order, twelve having survived the Cataclysm by retreating to Paradise. Once they leave that realm, their memory of it will be erased. Only the dead were meant to live there, after all.

The males have brown-feathered torsos, the legs having brown fur which looks like leather to untrained eyes. The wings on each male have brown-and-white patterns that vary from individual to individual. Vitaiim males are usually lean and muscular, at the same time, a perfect masculine balance they keep through exercise and balanced diets. The females, on the other hand, look rather feminine (in our terms), their build like that of Adarani's, yet sturdier. Their wings have brown and light blue patterns, each one unique from the other, their feathery torso purely white, legs with light blue fur (again, leathery). Both genders have hair of natural colors (blonde, brown, black, white, scarlet, etc.) on their scalps, while the arms, face, hands, and feet are not covered by feathers, hair, or fur, at all. Males frequently where clothes that are light brown with a dark-blue accent, whereas the females generally wear green clothes with a light blue accent.

All Vitaiim have the capacity for becoming healers on a scale uncanny to other races, when it comes to the body and mind, anyway. This makes them a valuable asset to any group of travellors, when befrinded. Vitaiim can generally live to be anywhere between 150 to 300 years old, depending on the circumstances and lifestyle.

Templarim: Adarani realizes the Vitaiim will need additional protection against the Chaos Beasts in case the Sacriran Order were to be attacked again. In response, She plans on creating a race of flying humanoids who are masters of Protection Magic: the Templarim. The main differences in appearence between the Vitaiim and Templarim are the build and feather colors: The Templarim are more muscular and have gray feathers (males have a darker shade than females). These mortals can take more of a beating than the Vitaiim due to naturally having much higher stamina. Put a Bo Staff (preferably made of extremely strong wood) in a well-trained Templarim's hands, and you have the ideal bodyguard for a Monk or Nun not wanting to kill anybody. There is an Achilles' Heel to them, however, a secret the Sacriran Order closely guards (a response to the horrors seen during the Cataclysm): Should a Templarim be mutated or otherwise corrupted, hitting his/her head or torso sends throbbing pain that will stun, leaving enough time to either incapacitate or kill. Templarim, because of higher stamina, generally live to be between 200 to 350 years old.

Exorcim: When the Elder Goddess of Love took a head count of all the dead Vitaiim in Paradise, she knew some souls were missing that should have been there. Thus, she created a winged race meant for finding lost souls and retrieving them: the Exorcim. Their form of healing reaches the soul instead of the body (the Vitaiim can do it, too, but on a smaller scale), a handy feat for dealing with the undead. These beings are easily recognizable by their red wings with the white-accented Tulip and Shield (their race's symbol); they otherwise look like the Vitaiim. Unlike the Vitaiim or Templarim, the Exorcim are immortal, the only beings within the Sacriran Order allowed to have any memory of their time in Paradise or the Inferno while alive in the Middle Realm. Make no mistake: they can be killed in combat. Their souls, however, are unable to be used to create undead beings (this is an extra precaution so whoever does a thing like this will not be able to retrieve the secret to extracting souls from undead bodies).

More races will be described later.
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Monsters create victims. Some victims become monsters to return the favor to the monsters who victimize them.

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Re: Created Beings

Tips: 0.00 INK Postby tigerking1292 on Thu Dec 27, 2012 5:53 pm

Creations by Nightling

nightlings: At birth these things have to escape from the older of their kind the weak are eaten on the first night of the new brood. While only a foot tall the more they eat the taller they get, some have been seen to reach six feet taller than there god. They hunt in packs led by one of the elders of their race, or the god himself. If weakness is shown when hunting an example will be set by eating a number of the cowards. Although their teeth can rip through god hide it is not recommended, because their body will explode from the power. Newborns all look the same but after a hunting trip or two they are all unique taking traits form the dead bodies and whatever they ate through. Some examples of changes they gone through are rock skin, dragon skin, dragon breath, acidic blood, and gem armor. In the dark tunnels they will kill you before you know it by digging under you, dropping from the ceiling, or a form of camouflage. While most can’t use magic the ones that have gems can usually use simple magic by using natural magic that they store inside. Even the newborns can travel at 60 mph while the elders can go close to 80 mph for short distances, while at longer they travel at about 30 mph. They can jump like grasshopper and hang on walls at moment’s notice, but can’t hang on to anything harder than steel. They prefer to get you to fall into holes or dig into houses and grave yards, because the sun will cook them within seconds, which are pulled and eaten by their siblings. they are unisex because they are born out of the blood pools but they also need a little of a god and flesh a a living being. they hunt on the surface by running as fast as they can at the target while another group attacks from under them, unless there is something they can climb on then they will also run on it and try to attac from more positions.

Bloodzerkers: eating a nightling or drinking from the birth pool will cause the mortal to lose all since of self. Destroying all pain receptors, fear, and common sense they will be faster, stronger, with teeth sharpening and claws growing. They will proceed to try to kill and eat anything that is close. Were-beasts that eat it will instantly change and double in size. Drinking the blood of a bloodzerker has a similar but controllable reaction.
Last edited by tigerking1292 on Thu Dec 27, 2012 8:48 pm, edited 1 time in total.

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Re: Created Beings

Tips: 0.00 INK Postby Jadebud98 on Thu Dec 27, 2012 6:26 pm

Creations by Nylia:

The Amares
Nylia's creation that she knew how to create after her romantic endeavors with Ulmo. After the Cataclysm they segregated into two separate groups.

Beta-Amares
Beta-Amares wanted to keep the ways of the Amares how they were before the Cataclysm, even going to far lengths as to greatly emphasize what they stood for. They believed and followed Gods and the most important things to them were simply survival, pleasure, and sexual intercourse. They went to the South side of the islands in the Blessed Isle.

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Terrain preference: As of now, the southern region of the Blessed Isle mountains and later on either the Eastern or Western side of the Blessed Isle. (Probably Eastern)
Culture: Beta Amares don't exactly focus on culture though they do have a very peaceful one, unless provoked of course.
Religion: Beta-Amares follow all Gods but mostly Nylia, Splendy, and Kalimdor.
Level of technology: The level of technology for Beta-Amares isn't that high. Though they make up for that in physical combat.
Social structure: Most Beta-Amares believe that they're equal to everyone however, some Beta-Amares only think of the opposite gender as a tool for sexual intercourse and pleasure. Because of this there are some problems, but most Beta-Amares see those people as foolish and a bad mate.
Important figures: The King and Queen, said to have been given the right to rule by Nylia.
Important locations: The Blessed Isle mountains, Mt. Nylius.
Military: Beta-Amares focus strongly on military acts. Many males join the military in order to impress multiple mates and become more attractive. However, the military of Beta-Amares is very strong, and focused on supremely, like the Spartans in Ancient Greece.. The only flaw in their military is the fact that their technology isn't as advanced.
Temperament: Beta-Amares don't care too much about other species and cultures. They actually only really know about the Alpha Amares who they have a strong dislike of.
Magic: Barely any Beta-Amares practice magic.

Alpha Amares
The Alpha Amares decided to stray away from the ways of the old Amares, most became Atheist and some became asexual, abandoning the Gods and the idea of having sex for pleasure, many would only have sex to continue having offspring. The most important things to them were survival, philosophy, art, and scholarly works. They decided to take the North side of the Blessed Isle mountains.

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Terrain preference: As of now, the Northern side of the Blessed Isle mountains and later on either the Eastern or Western side of the Blessed Isle (Probably Western)
Culture: The Alpha Amares live a very refined, prosperous lifestyle. Their culture is similar to that of the people in the Renaissance Era of Europe. They have many artists and sculptors
Religion: Most Alpha-Amares are Atheist or Agnostic. However, if any are religious then they follow Adarani, Mathias, Acanthus, Trelas (they don't know he's dead) and rarely Nylia.
Level of technology: Technologically, the Alpha Amares are somewhat advanced, but not nearly as much as the Di-Dorem but still quite high.
Social structure: The Alpha Amares treat everyone as equal, no matter the age, race, religion, or gender. They believe that all people should be treated with respect, even if they have wronged you.
Important figures: Artists, scientists, and philosophers.
Important locations: The Blessed Isle mountains.
Military: Though the Alpha Amares aren't as physically apt as other nations they use their intellect, technology, tactics, and cunning to defeat their foes.
Temperament: Though they don't know of many other nations as of yet they'll be quite friendly and respectful if they ever were to meet one. However, many Alpha-Amares hold a dislike towards Beta-Amares.
Magic: Some Alpha Amares practice magic, though many don't believe in it.
Last edited by Jadebud98 on Sun Dec 30, 2012 3:14 am, edited 3 times in total.

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Re: Created Beings

Tips: 0.00 INK Postby Bromander Shepard on Fri Dec 28, 2012 9:48 am

Orcs

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Orcs are a species of large bipeds native to the mountainous and outlying plains area controlled by their creator Kalimdor Menethil, an area known for its harsh climate, scarce resources, and overabundance of vicious predators. Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the Orc. Their thick hides are resistant to cuts, scrapes or contusions. Their digestive system is also particularly more hardy than your average mortal race due to their need to eat what they can when they can which includes almost anything. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the Orc liquor of choice, ryncol, which "hits humans like ground glass". Orcs are famous for their size and strength, growing to around 7-8 1/2 feet.

Culture and Government

The harsh Orc homeland conditioned Orcs psychology for toughness just as it did the body. Orcs have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. Orcs have powerful territorial instincts which serve them well in combat, but can create problems; when traveling on the road, for example, Orcs find sharing quarters nearly impossible. Orcs value their beserker tendencies and their raider mentality. Their entire civilization revolves around warfare and raiding. Orc's don't create cities or long time settlements. They have what are known as "Battle Camps' Easily constructed and deconstructed for a life on the move. They go where the prey is and are constantly sacking villages and settlements for what supplies they need.

The Orc leader is known as a Battle Master. There is no other hierarchy of any real note. The position of Battle Master is not passed down from father to son but instead goes to the strongest warrior or the most cunning. Any Orc at any time is allowed to challenge the Battle Master for the right to rule yet no open challenge needs to be made. An Orc merely needs to grab a weapon and swing. Whoever kills the Battle Master takes the position. As a result Orc leaders change regularly.

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Military Doctrine

Traditional Orc tactics are built on attritional mass-unit warfare. Equipped with cheap, rugged gear, troop formations are powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target only needed wait for the order to charge. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power. Commanders are not 'spit and polish,' but they do believe in being well-armed and equipped, preferably with a weapon for each limb. They are callous and brutal, but methodical in their use of their beserker rage and bloodlust. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure victory.

Religion

The only God Orc's initially pray to is their creator God Kalimdor Menethil, God of War. As the years go on tribes of Orc splinter from the main body of the horde and adopt new cultures and religious practices. So far removed are these other clans that they are often seen as an entirely different breeds. Mérida, Rodrauge and later Othuma all have splinter clans of Orc's devoted to them. The main Hordes religious practices are not incredibly extensive. They do erect shrines to Kalimdor in their Battle Camps and tend to make offerings, usually in the blood of their enemies, to the War God but that about covers it. They do not honor their dead in fact their is no word in the Orcish language for a fallen orc. They merely refer to them as "Mog" or "Meat". The only times Orc appear particularly pious is during harsh and inclement weather for it is during these times that they feel closer to their Storm God creator.
Last edited by Bromander Shepard on Fri Dec 28, 2012 10:45 am, edited 1 time in total.
I should go.

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Re: Created Beings

Tips: 0.00 INK Postby Bromander Shepard on Fri Dec 28, 2012 10:33 am

Valkyrie

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Valkyrie are a race of average sized winged female humanoids native to the mountains and high peaks claimed by the War God Kalimdor Menethil. Beyond their spectacular set of wings the first thing one would notice about Valkyrie is that there no males of their species. Valkyrie are an A Sexual species that seeks divine intervention to prolong their race. Due to the difficulty in semenation and their harsh lifestyle Kalimdor saw fit to grant Valkyrie extraordinarily long life times. A standard life span for a Valkyrie is around 10,000 years old. A Valkyrie's wings are their strongest muscle giving them the lift needed to get a fully armored warrior woman off the ground along with a payload of nearly 600 lbs. This ability leads to the common battle tactic of swooping out of the sky, snatching opponents off the battle field only to fly them high into the sky and drop them.

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Culture and Government

Growing up in the towering peaks of their mountain roosts Valkyrie live an almost Utopian life style. Their government, known as the Valkyrie Republic, is incredibly complex and structured, law and order is maintained at a peak at all times. Valkyrie are expected to behave honorably and uphold the law at all times. Deviation from these strict tenants illicit harsh and swift punishment. The worst punishment delivered to a criminal of Valkyrie society is the hacking off of ones wings before they are thrown off the highest peak. This is a rare occurrence however because every Valkyrie is raised to obey the law and see it a fact of life. Honor is everything to a Valkyrie and they win honor for themselves in battle. Since the time a Valkyrie can stand a spear is thrust into their hand and they are expected to fight. Valkyrie are known for their militaristic and disciplined culture. They are also greatly respected across all of Middle Realm for their public service effort, yet they can sometimes be seen as imperialistic and rigid to some. "Born Ready To Serve" Is a common phrase in Valkyrie society. War is something Valkyrie spent their long life spans preparing for and engaging in. They do not revel in bloodshed and death but in the glory won on the battlefield. Skill in battle has a lot to do in the social status an individual Valkyrie has in their community.

The leader of the Valkrie is known as the High Queen Regent. Their line of leaders is passed on through the blood of the first Valkyrie Samara Silverwing. She still lives to this day and has guided her people through countless victories and to great prosperity. She values not only war but pursuits of great learning and sisterhood. As a result she has granted her people the right to the hold the separate religious sects that have popped up devoted to Adarani, Acanthus and Mathius.

Military Doctrine

They Valkyrie military is incredibly complex and well ordered. They are divided into legions with individual cohorts. In the legions of the Republic, discipline was fierce and training harsh, all intended to instill a group cohesion or esprit de corps that could bind the women together into effective fighting units. The Valkyrie military training concentrated on instilling teamwork and maintaining a level head over individual bravery - troops were to maintain exact formations in battle and "despise wild swinging blows" in favor of sheltering behind one's shield and delivering efficient stabs when an opponent made himself vulnerable. Loyalty was to the Republic but pride was based in the soldier's unit, to which was attached a military standard - in the case of the legions a legionary eagle or some other bird of prey. Successful units were awarded with accolades that became part of their official name, such as the 20th legion, which became the XX Valeria Victrix (the "Valiant and Victorious 20th"). The only Valkyrie warriors to fight on their own are the fierce and noble commanders of the cohorts, the Valkyrie Knights. They spur their troops onto victory as metal clad winged war champions. Few can stand up to a Valkyrie Knight in open combat and hope to survive the battle.

Religion

Religion is crucial to the Valkyrie way of life and as a direct result these winged warrior women are incredibly pious. All Valkyrie must devout as significant portion of their day to martial practice but an equal portion to dutiful religious reflection and worship. In the Valkyrie pantheon no god is to be held above their creator Kalimdor Menethil. The Lord of Storms and God of War is the first of their Gods yet they are known to worship Mathias for his advocation of Justice, Law and Order. Adarani for her blessing of fertility and healing. Regular pilgrimages are made for wanting Valkyrie mothers to the islands of the Love Goddess to seek the blessing of fertility. This is the primary way Valkyrie become with child. Acanthus is also held in high regard by the Valkyrie for his pension for wisdom over savagery and cruelty. Valkyrie place high importance in the honoring of their fallen sisters. So much so that they have an elite corps of champion warriors known as "The Dead Guard." The job of these benevolent warriors is to fly into the heat of battle and collect their dead comrades. Every second a fallen Valkyrie lies in the mud and blood of the battlefield is an insult to the warrior's life. This constant retrieval of the dead lends to the myths that Valkyrie's cannot be killed in battle because no one ever sees dead Valkyrie on the field after a battle.

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Re: Created Beings

Tips: 0.00 INK Postby Colonel_Masters on Fri Dec 28, 2012 1:48 pm

Hanriot's future creations: (i will be using pictures from the original doctor who series as examples)

1) The Deveralls


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Among the most common of Hanriot's creations the Deveralls where the first people he created and spread from the center of his domain to establish the great City States famous in his lands.

Created in the crossroads between the three great rivers (Nexsus area) the Deveralls are a curious people with a powerful will to explore and expand their borders.

They are fairly short people who normally do not go beyond 5 feet of height and are normally fairly thin when compared to Hanriot's creations.

The Deveralls are of numerous colors and tend to identify themselves by skin color which indicates the individual's people, hair color is normally (but not always) a color shared by family members while Eye color is unique to the individual's passions. note that Hanriot disliking uniform colors decided to give the Deveralls this diversity, it was the Deveralls choice to uniform their colors in such a way.

The Deverall life span is decided by three variables; the food they eat, where they live and how happy the are.

1) Deverall's can eat many things and rarely find an area without anything they may eat however its this diversity which can also harm them; Deverall with a lack of food diversity are normally not as healthy as those who have a greater diversity.


2) The effects of their environment are too numerous to count however generally Deveralls need a place they feel at home.
A change of environment every now and then can put years on a Deverall's life which is why many Deveralls go adventuring while the wealthy Deveralls maintain holiday homes in the countryside.

Many Deveralls are born with a burning will to explore, expand, adventure and settle in new lands and these are normally those who establish new homelands for the Deveral. This will remains with them during their youth until it eventually burns out when they accomplish these passions and feel ready to settle down.

3) finally happiness while more subtle then the other two variables has far greater long term effects on the lifespawn of a Deverall which is the reason why Deveralls strive to find happiness and share it with others.

Culture and Government

Deverall culture varies between groups. the Deveralls initial culture was one of constant growth, exploration and expansion however this element imprinted on the Deveralls by Hanriot slows as the Deveralls establish their society deciding that taking roots is a more stable road to happiness. eventually this initial drive becomes a common feeling of curiosity and Open-mindedness however Many Deveralls still have this initial passion in their identity. Deverall society is normally gender equal and nearly always practices religious freedom (Deveralls are pagan) however there are exceptions to this rule.

Deveralls tend to fight among themselves over this or that plot of land as their room for expansion grows smaller however long term large scale wars do not occur because no single Deverall society can sustain one. Many Deverall lands while separated into numerous city states and rural villages are connected to each other by alliances making diplomacy the main weapon among the Deveralls.

A common scenario is of a collection of city states banding together in Federations, Confederacy's, Alliances and the rarer more centralized and long term Unions. Two opposing camps are normally engaged in cold wars against each other until one side thinks it has superiority or the other side sees that its foe is gaining power and decides to fight before the other overtakes it.

A war normally lasts a few battles and by tradition after the superiority of one side over the other is established, an armistice is signed, territories and money exchanged to the winners and the traditional better luck next time party is given to the losers.

Alliances rarely last long because Deverall expanding city states tend to band together against the most powerful among them while the weakest city states seek protection by banding with that power. Rare individuals named "Conquerors" go against tradition and wage wars of total conquest of the opposing side. these rare individuals normally forge great empires in their reigons and for the duration of their lives have nearly absolute power over their conquests.

Upon the death of such Conquerors their empire hardly ever last for long and soon fragment back to quarreling city states. Only once has an empire lasted and this empire in the center north of Hanriot's territory (Tomb of 5 corners area)
This the most powerful of the Deverall nations however... even this great superpower lacks the power to conquer the surrounding city states which have long since banded together in a powerful coalition bent on destroying it.

Governments tend to range from direct democracy's in the villages to the great Republics of the city states however just as the Deveralls are diverse so are their ways of government. Authoritarian regimes are not uncommon in Deverall society however these do not last for long unless one of the rare Conquerors is involved.

Military Doctrine
Among the Deverall nations three types of military formations are common;

Drafted forces of militia of rural areas which are established to protect their local village against bandits and raiders.
in the event of a large scale war these militia's join together to form a greater force and retreat with their people to their local fortress where they attempt to outlast their enemies or await the aid of their allies.
Militia's in the service of City States form drafted armies of spear men which disperse once the conflict is over.

Mercenary armies are commonplace among City States and are separated into two types; free companies and state regiments.

The free companies are collections of soldiers which fight for gold, fame and adventure. While they normally originate from one the local area and offer their services to the current coalitions of that area they have no loyalty to any state other then their paycheck.

Free companies are typically small professional fighter's guilds famed for their skills, exploits and/or their loyalty while others are larger collections of locals warriors recruited by the current power in control of their region (normally militia) Armies using these mercenary forces tend to employ both types; the local warriors make up the bulk of the army and form the battle lines while the professional units are tasked with braking the enemy formations and gaining eventually victory.

State regiments are professional forces maintained by the City State as a standing force ready to conduct battle an any given time. Only wealthy and populace City states are capable of Maintaining regiments while Other City States instead ether have a smaller Guards force or use a draft system.

The regiments normally provide heavy troops and specialized units such as siege weapons in forces which combine the use of the regiments with drafted troops. In powerful City States the professional forces may be the only military force (drafts harm the economy) and such armies are normally heavily armored well outfitted and trained soldiers which while smaller then drafted armies maintain a greater diversity of weaponry and tactics.

The last common military force are the Holy Orders, these fearsome warriors live to do battle in the name of their patron god's, the most well known order is the Grand Order of Kalimdor Menethil. These warriors have only one purpose; to prove themselves in battle no matter where, when or on what side.
The Order has no central leadership and instead the members of the order fight with their local chapter houses.
it is not uncommon for one chapter of the order to fight another in battle and as a result each major City State had its own Kalimdor chapter house so that no Great City state may have an advantage on the other. (I hope its alright to have Kalimdor as a patron god... if not ill change it)

Religion

Hanriot when he created the Deveralls did not present himself as their god, he instead too the appearance of a Deverall when he created them and observed (and meddled) with the first Deveralls as they struggled to come to grips with their creation (When Hanriot creates the Deveralls i will explain how he did this)

Hanriot made the Deveralls a curious people and deiced to let them sort it out for themselves and as a result the Deveralls worship all the god's. Hanriot is presented in Deverall society as many beings because Hanriot has presented himself to hem as such; The early Deveralls know him as a wise sage who guided them in their first days before vanishing.

The wise old sage in their culture is known to return in times of hardship but unknown to most Deveralls Hanriot mostly spends his time in the first house he built as if one of them in numerous fashions depending on his fancy.

Some Deveralls worship even evil god's, these Deveralls are normally raider tribes living in the woods or pirates plaguing the sees. A small cult of Deveralls however have discovered Hanriot in his true form and are Hanriot's closest friends. These Deveralls range from mighty Conquerors to great composers, adventurers to scientists but sometimes they may be simple foke such as an wise old farmer or sailor.

Surprisingly it is children who understand Hanriot is the creator god of their people, Hanriot is an ideal among children which adults see as a myth. Children can see Hanriot in all his forms, they may not be conscious of exactly what they are seeing but they can easily identify him.

As Children grow they dismiss that thought as their young imagination however a select few children with a greater drive for adventure then most know Hanriot is real because when they invent a new game he always comes to play it. These children form the secret society called the Hellenist League (named after Hanriot's last master) and worship Hanriot by their exploits of adventure.

Helen's tomb is the shrine of the order and every few years the League gathers as the tomb and enter a secret temple only they know how to enter. The Hellenist order only has twenty members at any given time; these are separated into groups of five who are born and eventually die at the same time.

By large the most popular God's among the Deveralls are Kazus, Mathias, Adarani, Splendy, Riomu, Othuma and Mérida. There are smaller powerful cults dedicated to the other god's the most powerful among them are the Rodrauge guild, Acanthus university, cult of Veltrez, Kalimdor Menethil order and the cult of Malice (to be edited as the roleplay develops)

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Re: Created Beings

Tips: 0.00 INK Postby Binsetsu on Sat Dec 29, 2012 10:29 am

Creations of Equallis and Disballis

The Klik’kik-t
(Abbreviated name, the full name is quite impossible for any mortal throat beyond that of the The Klik’kik-t to pronounce.)

Physiology:
The Klik’kik-t are a bipedal cross between scorpions and ants, with two legs, four arms with claws and a large stinger protruding from their lower backs. They are covered with a natural chitinous exoskeleton with a wide variety of coloured markings to represent their particular caste. They are on average somewhere between 5 and 6 feet tall. The Klik’kik-t are Blessed with an incredibly high birth-rate; a single clutch of new hatchlings can number into the hundreds. They require little sleep, only an hour or so a day, but are absolutely ravenous eaters. In fact, the Klik’kik-t can and will eat almost anything, including other Klik’kik-t.

A Klik’kik-t’s lifespan is very short, each individual member only reaching somewhere near twenty years of age. Yet, they reach physical maturity within three months. New hatchlings are quite literally born into a certain profession and take to that profession eerily fast, requiring only a few months of training before become very proficient at the tasks that profession entails. However, they are extremely poor at tasks outside of their natural profession.

The Empress:
The Empress is the child of Equallis, born from a part of his body, and undisputed ruler of the Klik’kik-t. The Empress is a kind and loving person and adamantly pacifist. She serves as the spiritual leader of her people, but actually controls the majority of society within the swarm. The council of castes serves solely to advise her in decision making, advice which she heeds well. Because of her nature she is very loved by her people. Surprisingly, as she is the child of a god, she worships Adarani and hopes to do the goddess justice in her rule.

The Emperor:
The Emperor is the child of Disballis, born from a part of her body, and Supreme General of the army of the Klik’kik-t. He is grim, imperialistic and violent. Although he has little power over the day to day lives of the Klik’kik-t he has complete control over the military and is looked to as a source of leadership during times of crises. He is fiercely belligerent imperialistic and would create a Klik’kik-t empire when given the chance. Like his counterpart the Emperor worships a god other than Equallis and Disballis. He worships the Queen of Gods to a fanatical degree and to the exclusion of all others.

For more on the Klik'kik-t see the Civilization section.

The Arbiter
A mortal in service to Veltrez, god of the mind. Technically a prototype for all that followed him, so he has four arms and two legs, multi-faceted eyes and strong mandibles infront of his mouth. He lacks both the large Abdomen of the Empress and the Stinger of the Emperor. He was created for the simple purpose of making impartial decisions.

Non-sentient creatures:

Gorls:
Gorls are ox sized beetles utilized mainly as beasts of labour. They are a common sight on the farms surrounding the Hive, where they pull ploughs, but many merchant caravans of the Klik’kik-t also utilize the insects to pull their wagons.

Gigorls:
Gigorls are elephant sized versions of the Gorls and serve a similar purpose. Though less numerous they can carry massive carts. They are almost never seen in the farm lands as their massive size would destroy the delicate fields.

T’quls:
T’guls are massive dragonfly like insects with thin membrane wings that glitter in the sunlight. They are mostly used for transportation purposes, being able to carry ten adult Klik’kik-t or their equivalent weight. As a whole they are quite fragile creatures, especially their wings so need a great amount of care.

Quibb’klt:
Te Quibb’klt are absolutely massive millipedes that can only be found within the hive and are used solely for transportation. On their backs they carry large coaches. They function as the quickest form of transportation within the Hive and many special tunnels are built especially for these creatures to move around in. The only other alternative of movement throughout the hive is walking and as such, the Quibb’klt attract a massive amount of passengers each day. Those than can afford the indulgence of tourism often come to the Hive simply to ride one of these creatures.

Hakk:
The Hakk are dog-sized vicious praying mantis like creatures that serve mostly on the farmlands. They both serve as an assistant for herding the Gols as well as protecting the herds from predators from outside. They possess wings but cannot fly for long periods and are indeed much faster when running. They have six legs and two large bladed arms on their front, which they use to savagely cut at anything they consider a threat. Unfortunately, that includes almost everything not usually seen on the farmlands or within the Hive.

Gols:
Gols are a strange type of beetle roughly the size of a cow. Slow, ponderous and really kind of dim, their one redeeming feature seems to be their incredible birthrate. It is this birthrate that led the Klik’kik-t to use them mostly as a source of food to augment their vegetable filled diets. They are only seen on the farmlands in their natural form and the massive herds there are a sight to behold as they slowly move from one place to the other.

Ants:
Tiny little insects that live in mounds.
Last edited by Binsetsu on Sun Jan 13, 2013 6:47 am, edited 4 times in total.

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Re: Created Beings

Tips: 0.00 INK Postby Bromander Shepard on Sat Dec 29, 2012 10:53 am

Just read all of your buggy race Binsetu and I like em, very cool stuff. My favorite are how you explained ants ahaha "Ants-They're ants..." ahahaha made me lol But seriously, cool stuff. Unique race there :] Should I expect Kalimdor to begin receiving prayers from The Emporer?

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Re: Created Beings

Tips: 0.00 INK Postby Binsetsu on Sat Dec 29, 2012 11:11 am

I think the Emperor might just be his most fervent worshipper outside the Orcs and the Valkyrie, he'll probably spend time outside during storms just to see a sign that it is time to start his grand war on all other civilizations. :P

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Re: Created Beings

Tips: 0.00 INK Postby Jadebud98 on Sun Dec 30, 2012 3:40 am

The Cyrenas
The Cyrenas started off with the two undead children of Nylia and Ulmo. The daughter, Dawn took many qualities from Nylia but used them for evil. Where as the son, Turlak, took many qualities from Ulmo, but used them for good. This caused a divide between the siblings causing two different groups or subspecies to come to action.

The Cyrenas

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Terrain preference: The ocean floor and later when maritime travelers come, the upper level of the ocean.
Culture: Cyrenas are quite beautiful but quite savage people with huge blood lusts. Many of them are unable to feel love and seem to have no soul (a side effect from descending from an Undead person). Cyrenas only stick together when they feed on prey or need to come up with dastardly plans, other than that they don't typically communicate with others. It's seen to be taboo for a Cyrena to fall in love with anyone.
Language: Cyrenas speak the language of the Gods.
Religion: Cyrenas strongly follow Nylia and Jute. A small amount follow Nightling.
Important figures: Cyrenas have no important figures as they only care for themselves.
Military: Cyrenas don't really have a military, but when they band together they're quite fierce in guerrilla warfare and use anything they can to their advantage.
Temperament: Most Cyrenas only care for themselves and care nothing of others, and see them as only prey for them to fill their never ending thirst for blood.
Magic: Many Cyrenas practice necromancy, most have the ability to magically seduce the opposite gender, and some are able to control water kinetically.

The Merranos

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Terrain preference: The Middle level of the ocean, or better yet, all of the ocean.
Culture: Merranos are very regal and civilized. They live to expand and to conquer so that they can spread their influence around the sea.
Language: They speak the language of the Gods but they also use sonar communications to speak to the other animals of the sea,
Religion: They do believe in the Gods and most follow Mathias, Kalimdor, and Nylia.
Social structure: Some male Merranos can have the horrible tendency of finding themselves superior or dominant to women. This could stem from the distrust that grew after Dawn enacted in evil acts.
Important figures: The King and Queen.
Important locations: The Empire of Oceanus, consisting of the Kingdom of Pacifica, Atlantea, Indianus, Artico, and Southerro (Not all created yet)
Military: The Merranos have a fierce military and live to conquer. However, they haven't faced the armies of other civilizations so their tactics may be rough when put up against another army's. However, their army consists of strong leader, strong fighters, and excessive willpower. The Merrano army would rather die then give up a fight.
Temperament: Merranos are very civilized and somewhat pretentious, finding themselves to be the greatest species throughout the whole sea. Though they may be a tad bit ethnocentric they still have utmost respect for whoever respects them, and they're quite hospitable to any who crosses their path. However, if the occasion were to rise they would brag about themselves and their accomplishments.
Magic: Most have the ability to control water kinetically and some have the ability to seduce the opposite gender.

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Re: Created Beings

Tips: 0.00 INK Postby Seveneleven on Sun Dec 30, 2012 7:31 pm

The Valeish


The race of purple skinned humanoids, Mathias made before the Cataclysm. In the past this was his first attempt at creating sentient lifeforms. His plans where to create a race of beings, whose appearance would resemble Mathias' image. Without the aid of Justice, however, his skills of creation were far from perfect. After much trial and error he would create the first race of beings known as The Valeish. While he made the first whose, skin instead of white, was purple, and whose hair instead of brown, was bright red. While the rest of the features and extremities, Mathias managed to make correctly, his attempts at correcting the mistake made the being look even more outlandish. Feeling this mix of purple and red looked better than anything else he could come up with he let it be.

He went on to make three, two male and one female. While he made the first male and female, purple with red hair, round ears, and violet eyes, the second male was different. In experimentation Mathias kept the purple skin, but changed the hair to black, the ears tapered, and the eyes, full opalescent orbs. There was no iris, no pupils, but the being could see just as clear as the others. After he finished his three Mathias felt confident he was becoming more skilled as seen with his third mortal. Yet, the sounds of battle drew Mathias away and his beings were left without much knowledge except knowing that wearing clothes is proper. But before he left he gave them their signature name, The Valeish.

Once the Cataclysm began, Mathias pleaded with his brethren and they allowed the three to stay in Paradise for safe-keeping. As of now they are still there to Mathias' knowledge. As he awaits to make sure the Middle Realm is safe enough to allow them to return. Once he deems it safe enough, Mathias will wipe their memories of Paradise and let them begin anew.

Here is a typical Valeish

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And here is a variant Valeish

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Re: Created Beings

Tips: 0.00 INK Postby Wake on Mon Dec 31, 2012 4:43 am

Earth Elementals


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Born from shards that broke free from Rodrauge's colossi children during their birth, fragments of their power grew into a race of spirits that inhabited mineral and sediment. Extremely resilient, these 'earth elementals' can endure for thousands of years within their bodies of soil and rock. The make up of their bodies varies between individual entities, both in the material they are made up of and the shape of their form, such as some having one complete body while others will 'levitate' different parts of different sizes in an orbit around their main body. The power and age of an elemental can usually be determined by it's size, as those with a larger body have more power with which to move that body. Being a creatures born of energy with no flesh and blood, most elementals can only be truly harmed by magic or a very potent disruption to their bodies.

Usually elementals live a very solitary and secluded life, away from other creatures or simply in a dormant state for long periods of time. They are, however, very territorial, and are known to attack people and creatures that get to close to them. Due to their very simple and disconnected life styles, most assume elementals are more like automation's with no real sentient thought, though many giant shaman and some magi claim to be able to learn how to 'speak' with them. Among those that make this claim, they state that elemental's communicate by making vibrations in the ground and with their bodies.
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Re: Created Beings

Tips: 0.00 INK Postby Fabricator on Mon Dec 31, 2012 5:07 pm

The Children of Mérida

The Mer'Udûn
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The Mer'Udûn are the seven guardians of Mérida, creatures of the wilds that were created by the young goddess during her first moments, fractured parts of her joyous birth and twisted sorrow. They are her friends and counsel within the realms as well as her messengers throughout the world. Each representing a
Nuala - The eldest of the creatures, Nuala was given the potential for existence when the goddess first rose from the grove that she had called home. Nuala is a calming infulence in the forests of the world, a sleek creature with soft creamy-white fur with golden scales running down her neck and across her underbelly, fading to fur at the legs and tail before continuing from her ankles to her clawed paws. She is the more forgiving side of the Mer'Udûn, seeing hope and promise in all life even though their race may have blemished their name with unforgivable acts she thinks that does not condemn them all.

Duala - Upon the goddess’ return to her grove and connection to the world and its pain struck a chord against the energies that Nuala was being formed from, shattering it in half to create her darker twin. He is sleek and smaller than his sister, standing at eight foot tall and sixteen foot from head to tail, with dark peircing ruby eyes. Similar to his sister with a sleek coat of pitch black fur, he is covered in smooth silvery-black scaled segments from his jaw down and across his belly as well as from his clawed paws up his ankles. Much more rash and quick to anger than his sibling, he is slow to forgive and eager for revenge at pains caused to the natural world, and it is only the calming words of his goddess or sister that stays his hand.

The Creatures of Nature - Currently WIP

El'dorun, The Shapers of the Forest

[img]WIP[/img]
The El’Dorun is a race of forest spirits given form and purpose by Mérida as the guardians and crafters of the wild places of the Middle Realm. They live deep within the forests of the world, but some have also arisen wherever trees have been able to grow. They come in a range of different shapes and sizes but the vast majority of them are roughly humanoid creatures roughly twenty foot in height, though some have been well over they are rarely below sixteen feet tall. Their colour and deisgn tend to reflect the area of forest where they live, resulting in their form allowing them to blend in as part of their home; Though part of this has been developed due to many of them growing from the trees themselves.
They are a somewhat slow in their methodology but once set upon a course they are hard to deter from their chosen path. Protectors of the domain of Mérida the oldest of their kind reside closer to the heart of her Grove. Responsible for the shaping of many of the sacred places within the forests as well as the homes of the other creations of Mérida, and have erected stone circles to serve as their meeting places wherever they live.

It is rumoured that the older of the El’Dorun have retreated to the grove of their mother in order to reach the next stage of their purpose as shapers. But that is something between them and their Goddess.


Dryads, The Daughters of Mérida

Eldalie, The Children of Nature

Ailoki, The Fae Dragons
Last edited by Fabricator on Sun Jan 06, 2013 6:25 pm, edited 2 times in total.
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Re: Created Beings

Tips: 0.00 INK Postby SumErgoSum on Fri Jan 04, 2013 1:15 am

Mother

Kazus' first creation. Using fertile soil, he created a body with earth-tone skin, white hair and a set of wings. Kazus did not clothe her. She was made in a female form to be nurturing and caring. Kazus plans for her to be the first of a race of mortals.
(http://tinypic.com/view.php?pic=olraq&s=6)

Uncle

Not long after his creation of Mother, Kazus decided that he should make another mortal to protect her. Made in the same winged, humanoid form, this being he made masculine to be stronger and more aggressive. He also gave it claws, horns, and a spiked tail.
(http://tinypic.com/view.php?pic=4ky3a0&s=6)

Images created with HeroMachine 3. Details not all as I wanted, especially on Uncle. He ought to have spikier tail spikes, shorter claws, and more curled horns. Additionally, both Mother and Uncle have genitalia and nipples. But that is not an option on HeroMachine nor would it be appropriate imagery to post anyway.

Kazelites

Wind elementals that suspend rocks in a humanoid shape as their physical form, propelling them at enemies in combat. Made by Kazus to combat the chaos beasts.
Last edited by SumErgoSum on Wed Jan 23, 2013 9:57 pm, edited 1 time in total.
.....___ ..........____ ...........___..........
.../.___\........| ___\........./.___\........
..|.(___.........| |__..........|.(___.........
...\___ .\.......| __|...........\___.\........
...____).|.__..| |____ ..__..____).|..__..
...\____/./_/..|_____/./_/..\_____/./_/..

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SumErgoSum
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Re: Created Beings

Tips: 0.00 INK Postby darkune on Fri Jan 04, 2013 9:34 pm

The Insectoids

The Insectoids are a mutated version of the wilds locusts created to serve their divine lord and master, Taris. The creatures were divided into four pillars based on their appearance going from highest social standing to lowest. The locusts that look the most like their god are labled Colonists.

Colonists: Colonists have two legs, two arms, three stomachs, two sets of wings folded behind their exoskeleton, and depending on gender trible tattoo's in various places. Males have different color and style tattoos on their faceplates depending on family lineage. Female Colonists have tattoos on their stomachs depending on family fertility rates. Colonists are the only Insectoids deemed worthy to speak directly to Taris, but live in constant fear of his scorn which he feeds upon. Colonists also are required to build settlements for the rest of the Insectoids. Colonists live up to 150 years and give birth to over 450,000 eggs with 2000 survivors.

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Sentinels: Sentinels are the guards of the Colonists and keep guard over all of the extra food supplys. Sentinels live for around 80 years and give birth to over 500,000 eggs with around 8000 survivors.

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Hunters: Hunters serve as attack hounds for the Sentinels securing food supplys for Gatherers to take back to the mounds. Hunters can live 50 years and lay 400,000 eggs with 4000 survivors.

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Gatherers: Gatherers are completely mindless drones controlled by Taris, who sends them to gather supplies of food and bring 2/3 back to his people and the rest to his reserve store houses in The Inferno. These drones live 20 years and give birth to 700,000 eggs with 100,000 survivors.

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darkune
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Re: Created Beings

Tips: 0.00 INK Postby JGamer502 on Sat Jan 05, 2013 11:08 pm

Zachurr's Creations
Frog: Self explanitory made from salamander essence and some green goo.
Toad:Self explanitary made from salamander essence and a lumpy rock.
Monstro: A brutish,short,impish,lumpy creature as tall as to an average god's hips. created from a handful of toads. Guardian of the swamp.
Lochan: Monstro's little brother unlike his brother though he is skinny weak and really fast. Same height but slouches and has skin connecting his arms to his hips making wings of some sort. Made of a handful of frogs. Scout of the swamp.
Pteran: Winged alternate of a frog. Made of a frog and some leaves attached to the back to make wings.
Galieo: A mix of Monstro and Lochan. Youngest of his minions. Used as a vehicle unit (or something) and can fly like lochan but is all buff and big like Monstro. He can not speak since he has no mouth be has the spirit of his borthers so he thinks a lot instead of speaking. Created from the essence of Lochan and Monstro dropped onto a smooth rock.
Last edited by JGamer502 on Mon Jan 07, 2013 11:06 pm, edited 3 times in total.
What's a mob to a king?
What's a king to a god?
What's a god to a nonbeliever?

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Re: Created Beings

Tips: 0.00 INK Postby tigerking1292 on Mon Jan 07, 2013 9:51 pm

Nightlong- unlike his brothers he doesn't change after he eats, and he can walk into the sun. His only goal is to drink his blood wine, he finds that the best blood-wine is in mortals. He can change the blood by touching the creature, the creature dies of alcohol poisoning, and then the ribs (or whatever bone he believes will hold the wine) are ripped from the chest the marrow is eaten and the bones are then used to hold as much of the blood as he can save. not a fighter, it seems the more he drink the luckier he is, when properly hammered this mortal can make a one in hundred escape. he also the more drunk he is the ruder he is to any thing that gets in his way.

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