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MrsMica
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PostPosted: Sat Jun 21, 2008 12:51 pm


Please Add to our Universe biggrin

Every GM should feel free to post the species that they create in this thread. That way you can edit your own posts. Please also link to the location in the location sticky. If you need a post edited that's not yours, contact myself or Fenrir Songmoon.

Every species should have a location, and every location should have species. You can also make separate posts for large cultures of the same species, the way that you might make one post about a galaxy and then a separate post for each planet.

Yay, a form to help you.

Species Name:
Appearance:
Diet: What do they eat? Are most of them healthy?
Culture/country name:
Location:
Language and Accent: Although you'll likely be writing in English, it's worth noting which cultures speak the same languages.
Laws: Laws directly affecting this species in this location.
Superstitions and Cultural Norms: Is it normal to say hello to strangers on the street?
Cultural Sayings: Like, don't cry over spilled milk.
Famous People:
History:
PostPosted: Sat Jun 21, 2008 1:05 pm


Species Name: Terrisans
Appearance: Terrisans range from darked skinned with a blue tint to maple (plus albino). Their eye colors are orange, brown, and a light-sensitive white. Terrisans are stocky compared to humans, but taller at an average 6'5". Comparatively long necks help with the height difference. They have meaty, almost clumsy hands, but make for the lost dexterity with brute force, and the quick reactions resulting from a more developed "second brain" half-way up the spine. Terrisan hair is much like the range of human hair, except that some Terrisans are more hairy all over, like monkeys.
Diet: Terrisans have underdeveloped canine teeth because of a long history of reduced meat and increased dependence on grains.
Culture/country name(s): Terrisans have one main culture on the moon, where they are called St(o)ns, and several different countries/cultures on Terris itself.

  • Cheti - The conquering people that spoke Cheti (see below). As a conquering civilization, the Chetina is dead. However, as an ethnic group whose influence can still be seen in any thing from bluish dark skin tones to one-pot cooking recipes, Chetina is alive and well.

Location:

Language and Accent: Terrisans have many different languages but only two main trade languages, spoken by 90% of the total population. Both languages contain a multitude of dense colloquialisms on St(o), many of them relating to religious beliefs there.

  • Cheti - Cheti arose as a world language during the first world-wide conquest campaign. Though no one government ever ran the entirety of Terris, Cheti became the first major trade language and many proper names of large cities, and St(o), originate from Cheti. Cheti has a strict consonant-vowel structure and all nouns must end in a simple vowel. The writing resembles the chicken-scratch of the our letter writing system, but has exactly one symbol for each of the 11 vowels and a symbol for each consonant group, so that Ch would actually be one letter.
  • Nyant - Nyant was propagated throughout the world by a religious system of the same name. Nyant did not spread with Cheti conquering, and in many places spread in opposition to Cheti forces because Nyant was not seen as very useful for true government-level unity. It is guessed that original Nyant never had a writing system until it spread to outside civilizations who already used writing for trade or other purposes. Many foreign writing systems were used to write Nyant, and this practice gives historical insight into old languages and old writing systems that were eventually wiped out by Nyant. The Cheti writing system is also used for writing Nyant, which is still widely used as both a primary language (30% of the world population) and a religious language. A typical Nyant religious scholar will be fluent in Cheti, Nyant, and a local language (if different), and be able to use the Cheti writing system as well as any prevalent local system. Nyant makes ample use of blended consonants (nt, dr) and restricts itself to 7 simple vowels. Dipthongs appear only in dialects where the old local language had a complicated vowel system.

Religions:

  • Nyant - Nyant spread as a simple religion that easily incorporated the deities of preexisting local beliefs. Nyant encourages religious diversity and the perpetuation of local traditions to some extent, resisting the total assimilation efforts of Cheti conquerors. Nyant began as the worship of a male and a female deity that were equal in power, who together created the animals on a world that already existed-- and later the animals were transformed into people by a moon deity. Early adaptations of Nyant tended to drop the moon deity and perpetuate a male and female couple who were either the parents or the siblings of preexisting local gods. The male and female pair are usually neither particularly caring nor particularly spiteful, worthy of worship but not much involved in day-to-day miracles. At least 30% of the world population is involved in the Nyant religious system, while many others have religious beliefs that were in one way or another influenced by the Nyant. People do not pay as much attention to their gods as they did in generations past, but there are very few true atheists.
  • Jind - Worship of the star as a manifestation of the supreme God. Jind started on Terris, becoming watered-down and incorporated into Nyant like many other religions. In fact it is believed that the name Jini for the star is a Cheti corruption of the Nyant corruption of whatever the original name was in this religion. Although Jind has never reached world-wide proportions, it has found new life on St(o), where the name of the supreme being is written most often as Jn, but also as Jnd.
  • The Afterlife -- the most popular view of the afterlife is that it is a series of realms, with death in one leading one to the next, that may go on indefinitely. Sort of like reincarnation, but with infinite worlds to reincarnate on.

Internationally Famous People:

MrsMica
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PostPosted: Thu Jul 03, 2008 10:05 pm


(I think this is where this goes. Correct me if I'm wrong, please. sweatdrop This post includes two species.)

Species Name: Angels (Drasilian)
Appearance: Completely human, except for white feathered wings, which they are able to show or conceal as they choose. In addition, most angels are very fair-skinned, and many are blonde, though this is not universal.
Diet: Rainwater and/or sunlight. Angels only fall to bad health when deprived of these things for prolonged periods. They do not seem to age, and none have ever been known to contract a disease.
Culture/country name: N/A; Angels exist all over the world.
Location: The planet of Drasil.
Language and Accent: Angels tend to speak the language of whatever nation they hail from, though most speak the Common Tongue and some even speak Melck.
Laws: All angels are to be summarily executed upon discovery, without exception. They do not have any laws among themselves, because they have no centralized society; they are scattered among humans.
Superstitions and Cultural Norms: Angels are considered unholy and dangerous; most normal people take the sight of an angel to be a hideously bad omen. Angels themselves tend to try to fit into society by hiding their wings, but among more suspicious cultures, their blonde hair and fair skin can sometimes give them away (though many humans are also executed as angels in such paranoid places).
Cultural Sayings:
~To "show one's wings," an insulting phrase meaning to "stop lying" or "stop concealing" something.
~To "pluck," a euphemism for executing an angel, also used to refer to any ordinary execution with the added suggestion that the criminal is evil enough to possibly be an angel.
Famous People: N/A
History: Currently N/A.
Additional Information: Angels exist in three classes: Primary, secondary, and tertiary. Of the primary and secondary angels, virtually nothing is known except by the angels themselves. Tertiary angels, however, are relatively common all over Drasil. Tertiary angels' powers include the concealment of their wings, as well as limited shapeshifting. Angels can change their appearance only in terms of bodily and facial structure; they can only take the form of a human, not an animal, and they cannot change their skin, hair, or eye color.

Species Name: Demons (Drasilian)
Appearance: Variable, except for twin black horns, which they are able to show or conceal as they choose. In addition, most demons are very dark-skinned, and many have black hair, though this is not universal.
Diet: Whatever is available. Demons are rarely in particularly good health, but this is little hindrance to them when compared with their powers. They do not seem to age, and none have ever been known to contract a disease, except some that could possibly have leprosy, or gangrene, et cetera.
Culture/country name: N/A; Demons exist all over the world.
Location: The planet of Drasil.
Language and Accent: Demons tend to speak the language of whatever nation they hail from, though most speak the Common Tongue.
Laws: All demons are to be summarily executed upon discovery, without exception. They do not have any official laws among themselves, because they have no centralized society; however, it is a sort of 'unwritten law' among demons to kill any human known to have deliberately injured or killed a demon.
Superstitions and Cultural Norms: Demons are considered unholy and dangerous; most normal people take the sight of an demon to be a hideously bad omen. Demons themselves tend to try to fit into society by hiding their horns, but among more suspicious cultures, their black hair, dark skin, and ill health can sometimes give them away (though many humans are also executed as demons in such paranoid places). In addition, demons tend to have a penchant for mischief and crime, though this is not universal.
Cultural Sayings:
~To "show one's horns," an insulting phrase meaning to "stop lying" or "stop concealing" something.
Famous People: N/A, except perhaps for Tseik, the enigmatic Adversary of Tsefos, named several times in the Holy Writ.
History: Currently N/A.
Additional Information: Demons exist in three classes: Primary, secondary, and tertiary. Of the primary and secondary demons, virtually nothing is known except by the demons themselves. Tertiary demons, however, are relatively common all over Drasil. Tertiary demons' powers include the concealment of their horns, as well as extensive shapeshifting. Demons can take any form they choose. Finally, all demons have varying amounts of ability with pyrokinesis, the psychic power to set things on fire.
PostPosted: Sat Jul 05, 2008 10:37 am


Species Name: Human (Homo sapiens)
Appearance: Humans are of varying heights, adults standing between five feet and seven feet tall, the women usually shorter than the men. Their skin ranges between a dark, almost black color, through a range of browns, to a pale and almost completely white tone. Hair color ranges drastically as well, with most humans having variants of blond or brown hair, though some have red or black. Humans also have a penchant for dying their hair any number of colors. Humans stand erect on two legs with their arms by their sides.
Diet: Humans eat meat, vegetables, and fruit, often cooking it first for added flavor. Most humans eat healthily through necessity, as they are a race of colonization and must maintain good health to be useful to the effort.
Culture/country name: There are many different cultures and groups of humans. Due to Earth's destruction, they have spread out amongst the galaxy in small groups in order to colonize as much of it as possible. As such, an exact listing of all the cultures and countries of the humans is impossible to obtain.
Location: Dispersed across the galaxy. There are known colonies on:
XXXXSatellite Delaware
Language and Accent: Most humans speak English, as it was the established language of Earth before the planet's destruction. Different colonies may learn different languages as time goes on.
Laws: Laws are lax in the colonies, usually coming down to the judgment of the colony leader as to whether an action is deserving of punishment and what that punishment should be. Humans tend to be a relatively lawful bunch, being forced to depend on each other to survive tends to keep people out of trouble.
Superstitions and Cultural Norms: Humans are naturally trusting of each other, once again due to the nature of colonies having to work together to survive. That being said, they are also naturally suspicious of other races that they may come across. Superstitions and culture easily change due to the dispersal of humans throughout the galaxy. It is mainly adaptability that shapes humans' culture.
Cultural Sayings: Far too many to mention, as they change with each colony.
Famous People: The only real famous people for the humans as a whole are from Earth. Historical figures from the different nations are popular people to discuss, as well as the people who started the colonization effort. Other than earthborn people, there are a number of famous people that are only known in their own personal colonies. Often the founder of a colony is revered, as are particularly competent colony leaders.
History:
The history of humans spans across the history of Earth. From early cavemen to the era of Egypt and Greece, from the peak of the Roman empire to the steady decline of the United States as a world superpower. Many great nations have risen and fell in the wake of Earth's history. Then Earth fell.

Yellowstone National Park erupted. The entire thing shooting ash, soot, and molten rock into the air, covering the planet in a cloud that quickly choked out all life. The humans had enough time to send out a number of their new faster-than-light jump ships, which they had previously been using to explore the galaxy. These ships carried colonization teams of no more than four people, sent to create life on a new homeworld.

Relativity dictates that these faster-than-light ships would take a lot longer to reach their destinations than it would seem for the people inside, who were placed in suspended animation for months as their ship zipped across the galaxy. By the time the first colonization sites were reached, Earth had been gone for a hundred years.

Humans have begun to spread out and build on their colonies, expanding them into small cities and villages. It has been about fifty years or so since the first colonization ships landed, and more are just landing now.

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PostPosted: Tue Jul 08, 2008 7:48 pm


Hooray, watch them go. I've got 5 from one RP.

Species Name:Mind Flayers (Illithid)
Appearance:Usually stand 6'0" or higher. Wear long cloaks. Blue, green, or purple skin, bald heads and tentacles coming out of their chins. 3 fingers on each hand.
Diet: Crayfish, fish, dead animals, grass, plants...almost anything edible, really. However, they scorn Arachnids. They eat the brains of intelligent creatures, which is how they learn. However, eating another Mind Flayer's brain is strictly taboo.
Culture/country name:Mind Flayers don't really all live in one spot. They live all over their planet.
Location:The planet Arencia, in the solar system Da'tari.
Language and Accent: Mind Flayers speak Illithid, which is as hard to speak as it is to say. It sound a bit like yodeling Swahili, but is actually a fairly un-complex language. Sadly, it's near impossible to pronounce the words.
Laws: Mostly, the same as you would think:No murder, no robbery, no being an a** in general. Following that are less obvious ones: no insulting strangers, or anyone in public; No alcohol consumption; addicting drugs are not allowed; only scientists are to meet with anyone who comes from another planet.
Superstitions and Cultural Norms: Superstitions:The color yellow makes you colorblind; if you blink your eyes too much they'll get stuck closed; cold hands suggest heartlessness; hot hands mean you're madly in love; don't enter forests, the trees are searching for snacks and Mind Flayer children are perfect.
Cultural Norms:Clap your hands twice for attention; don't eat EVERYTHING, much as you may be tempted to; Wear black robes in public, regular black clothing in private.
Cultural Sayings: The longer you stare at yourself in the water, the vainer you shall become; if you can't breath then you don't deserve to; the world around you will disappear if you plug yourself into a machine; enjoy your youth while you can, it will never come again.
Famous People: Glahgin Yanis: a king who was stranded in the desert and, with no water, food, or other supplies, managed to walk back to his kingdom uninjured.
Whebed Agen: A woman who killed at least 132 men in their sleep before she was executed.
Qhapy Tsnageto: The current president. He is the best person to make sure nothing goes wrong.
History:Mind Flayers originally evolved from octopus'. No surprise there. From then on they moved to land, at first only eating fish, but moving on to small rodents, then plants, then several types of bugs.

They, like humans, tried having one person rule everything. Then they decided that didn't work, so they moved on to making other species their slaves. They find it works particularly well.

Species Name:Aktshah (Insectoid Sapein)
Appearance:Large, wearing armor. Their faces and heads in general are small, and they stand about 8'3" or taller. Their skin is gray, but only their head shows anyway. Their arms are knifes, and they have 2 toes on each foot.
Diet:The Aktshah don't really eat. They have trouble with it, which is why they never live very long. If they actually find something worth eating that they can force into their system, it'll probably be small dead mammals.
Culture/country name:They rarely stay in one place, bobbing around all over the world.
Location:Any cold planet in the Dat'arami solar system.
Language and Accent: Aktshah speak Andish.
Laws: They...don't really have any.
Superstitions and Cultural Norms: Superstitions:None.
Cultural Norms:Well...they're kind of like pirates. Only less intelligent.
Cultural Sayings: If it's not moving, it's dead. If it's moving, it's about to be dead.
Famous People:None.
History: The Aktshah are war like beings, made specially to kill. They evolved from bugs, and are unintelligent.

Species Name:Shifter (Cogitatio Reptillius)
Appearance:green, yellow, brown, or white scales. White, black, or tan hair. Lizard eyes. High cheekbones, sharp teeth. Other than that, fairly humanoid.
Diet:Bugs, frogs, Mice, mealworms...You get the idea.
Culture/country name:The Shifters are lizard/human like beings. Other then their habits of eating bugs and dead animals, they are actually very human like. Although they live all over their planet, the main countries are razz epe, Eyin, and Tirrih. They live in clans because of inheritance.
Location:the planet Urah in the Dat'arami solar system.
Language and accent:Shifters learn whatever language needed for where they are. Useful as translators.
Laws:Pretty much the same as humans have.
Cultural Norms:Keep to yourself. Your clan is number one on the to do list for you. You know everyone's name, and everyone knows you. You ARE all one family, after all.
PostPosted: Fri Jul 11, 2008 2:37 pm


Species Name: Mastern

Appearance: Humanoid with various colors of skin, hair, and eyes. With their magic, they can also mold their body into any form they choose.

Country name: Gladishel

Location:The world of Ezhmere

Language and Accent: Elder Mastern- Sort of like Latin is to the Roman Catholic church, only used by the Illume.
Mastern- Everyday speech, forbidden to those of the slave caste.
Basic- Used for communication to a slave.

Laws: Humans can only be slaves. The Chancel is the government body, to question the Chancel is to question the Essence itself, which is against the law.
Ranks: Transcendent
Thule-Only five, the head of each element
Marr
Bre
Prior
Rathe-First level of Mastern
Slave-only humans

Cultural Sayings:
An Illume member will say "Hallowed is the Essence and those who follow."
which is followed by "Hallowed is the essence and so are we."

Famous People:
Vasheen, Septoch, Eloph, Innurok, and Tunare- First five Thules and prophets for the Essence.

History: The accepted History of the Mastern race is stated in the Tome of Illumination, the holy book for Illumination. This is not, however, the true history.

Book 1 of the Tome of Illumination
Origin


As spoken by Petaris the wise.



1In the beginning, there was nothingness. From that nothingness came everything; life and death, light and darkness, hope and despair. A rift was created, and on that day, the Essence was born.

2Around itself, the Essence created the world, and around the world, the Essence created the heavens, the sun, and the moon.

3Then the Essence made the first Mastern and their tribes, and let them have dominion over the earth. The first Tribes of the Mastern were: Vasheen of Earth, Septoch of Fire, Eloph of Wind, Innurok of Water, and Tunare of Love; named after their chief. For many years these Mastern lived in greatness, generating vast powers, and becoming the greatest of their elements.

4Soon, however, the tribe of Tunare began to show a great and terrible weakness, that of sentiment. The other tribes, angered at this weakness, forced them away. To show displeasure for such weakness, the Essence then made them the race of human to serve the Mastern; and the Mastern saw that this was good.

5Some of the tribe of Tunare remained however, untainted by the weakness. The Essence rewarded those, giving them the tribe of Prexus; named after their leader.

6The Essence, to show that it held the Mastern in great light, brought them closer; giving them the warm, illuminated center of the Earth. Likewise, the Essence gave human the cold, dark outer earth to show its displeasure. This greatly pleased the Mastern.

7But the hatred of those who strayed from the true path festered and bloomed in the dark corners of the world to which they had been cast! And consumed by this hatred, they poisoned all they touched, bringing death, darkness and despair. And the souls of their victims knew no peace.

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PostPosted: Sat Jul 12, 2008 9:45 pm


Species Name: Zurian.
Appearance: The average Zurian is between 2.1 and 2.9 meters tall. They almost uniformly have a tan complexion, and skin blemishes are exceedingly rare. They do have long pointed ears, and their eye colors are reminiscent of birth stone colors. Other then that, their physiology matches closely that of humans, except for large differences. The Zurian physiology is far more tolerant of extreme damage. What would kill a human outright, (minus total destruction, head was forcibly removed, etc.) may not kill a Zurian. However, they will be on the short list to "dead" unless emergency treatment is applied within six minutes. Their muscle mass is roughly fifty percent more efficent then an average human. On the other hand, their high metabolism makes them pay for it. Things that damage the genetic sequence can often be fatal. A Zurian, for example, is about as half as tolerant then a human when it comes to things of that nature. Reflex times are roughly 1/4th human normal. (When someone reacts to 20 miliseconds, they react at 5) However, all of this comes at an extreme energy demand.
Diet: Mostly a high calorie and high protein diet, often consuming about six thousand calories a day. Personnel who are in active duty in the two branches of the military will consume ten thousand calories or more. In a conflict zone, depending again on service, this may be nearly fifteen to twenty thousand calories for an infantryman. Pilots, vehicle crews would obviously be far less but again, depends on their Military Occupational Study. A dropship pilot would probably require far less then some hot shot interceptor jock on a Carrier.
Culture/country name:
Location: Where I need them to be.
Language and Accent: They speak their own language but when they do speak something like english, they speak with wierd combination of a gutteral accent with silky tones overlaying it.
Laws: All Zurians are subject to all military laws, regardless of where they are.
Superstitions and Cultural Norms: General Zurian culture is that of a military. You act polite, don't make friends (Unless its with your own people) or they've proven themselves to you. And never, ever, ever hand out examples of Zurian technology to someone. That's Just Bad. Also, they really don't care about a planet's ecosystem unless its their home world.
Cultural Sayings: "I think that guy is a coolant charge short of a working Blazer." (The guy is ****ing nuts!) "We're sorrunded? Oh good. Target rich environment." (More problems? More things to fix. What's wrong with that?) "Don't frak with what you can't deal with." (Don't mess with things if you think you can't deal with them.)
Famous People: Famous is a relative term. Most admirals and ground commanders are famous.
History: Gah, I'll need to fill that out later. The basic gist of it was that at one time in space, they weren't a militaristic society. Until three or four wars with local races got out of hand. SO the decision was made by the regime in place to induct ALL members of society except for the young and the old into the military. Needless to say, no one has seen those four races that picked a fight with the Zurians. When they fight, they don't hold back, utterly crushing all resistance and enclaves of the particular opponent until nothing is left. One note-worthy incident involves them orbitally bombarding a city with high energy weapons. The only testament to that city's existance is a 50 km wide disc of glass that's perfectly round.

Zurian Technology in Detail!

Strength boosters, to improve his dead lift capacity to that of x2 his body mass (or about ~200 kg or so) Infantry armor in service by the Zurian ground forces is not powered in the conventional sense, so until someone designs a suit of 'conventional' power armor that's easily mass produced, strength enhancing implants were the way to go.
Speed boosters, mainly to improve long distance marching, no appreciable benefit in combat. (They increase the speed of his marching pace)
Medical implants that monitor his condition at all times
Emergency Beacon that basically tells other Zurians were they are. Also acts as a detector, as the person would feel a light vibrating in their left hand.
Bone plating to support the strength boosters so he doesn't break his own bones when lifting stuff.
Final implant is a small neural link that allows his medical implants to display information in his vision. No jacking into computers here.

All of these implants are standard issue to all ground troops in the Zurian Armed Forces. Will add more when I get to it.
PostPosted: Mon Jul 21, 2008 3:33 pm


Species Name: Eliferian

Appearance: Similar to the Zurians due to a common ancestor, the Eliferians have rather varied heights ranging from 6'5" to nearly nine feet. They tend to be rather pale due to their long time away from genuine sunlight; their ears are somewhat pointed, but almost imperceptibly so. Their eye colors are extremely varied, but tend to be very bright. Like the Zurians, they have impressive physical capabilities and high metabolisms, though the modern Eliferians rarely take advantage of their physical capabilities. Their physical strength and endurance is roughly two-thirds that of a typical Zurian. A curious thing about Eliferians is that they have a virtually infinite pain threshold; it is not that they cannot feel pain, but rather that it does not physically affect them in any way.

Diet: Also like the Zurians, Eliferians require a diet high in protein, calories, and glucose. They don't eat quite as much as the Zurians, but they make up for it with the frequency with which they must eat. An Eliferian's digestive system will not stand up to the usual three-meal-a-day pattern; instead, an Eliferian must continually eat small amounts throughout the day. They never sleep for more than three or four hours at a time, and are usually famished when they awake. In their natural patterns, an Eliferian will sleep for four hours at a time, twice a day: Once in the morning, and once in the evening, leaving the Eliferian awake for the day and the nighttime.

Culture/country name: Originally from the now-destroyed world of Elifer, Eliferians now mostly reside on the HSRF, as most of them are part of NEU.

Location: Mostly on the HSRF. There are a number elsewhere, unaffiliated with NEU, but these are rare.

Language and Accent: Most languages of Elifer have died off in the years since the destruction of the planet. As of now, the majority of Eliferians speak Tutian or Verusian; virtually all Eliferians also speak Zurian.

Laws: Eliferians are voluntarily subject to all Zurian laws.

Superstitions and Cultural Norms: In general, Eliferians are a very scientific race, interested mainly in research and science. They don't tend to make good soldiers, because despite their impressive physical capabilities, their minds don't usually stand up very well under intensive military training. There are, of course, exceptions.

Cultural Sayings: TBA

Famous People: Among Eliferians, all the founding minds of NEU are almost universally known.

History: see Hoffnung Spherical Research Facility, under Locations

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PostPosted: Thu Jul 24, 2008 8:53 pm


Species Name: Stor

Appearance: Gaseous bodies that can mold into whatever they choose, though they are neither male nor female. They can only be seen by a follower.

Diet:Faith. The Stor use faith to survive, to gain power, and to control vast territories. The more beings that believe in a given Stor, or group of Stors, the greater the Stor is. Once faith in a given Stor dies out, that Stor dies out.

Culture:The Stor are beings that differ from the gods in that they are mostly limited to a single area, though that area can be vast depending on the power of the given Stor. Even so, they have vast resources at their disposal. They can access and use faith, and so are omnipotent within their sphere. They may have a huge impact on world or, depending on their power, galactic history. Some act in a harmonious way, others seemingly erratically. The Superior Stor have already transcended this condition and are rising to the level of the Major Gods; they are even more unfathomable and inconceivable. There are several ratings to define where lesser ends and middling begins, and middling ends and greater begins. Unfortunately there is no single standard system. There are several factions, however, to compine the Stor in. The Caretaker Stor, those who create and protect sentient beings. The Imperialistic Stor, those who try to increase the members in their faith. The Neutral Stor, those who portect their followers and do not seek more. Others may serve as subroutines for even greater Gods.

Location: Wherever a great concentration of their followers are.

Language and Accent: Stor do not speak, they transmit their message to the minds of their followers.

Laws: Stor have only one law that they must follow, they cannot impose themselves upon another, though they can have their followers do this.

Cultural Norms:The Stor are like chess players, with the various beings of the universe as their chess pieces.

Levels:
Level 1 -- 1-100 Followers
Level 2 -- 100-250 Followers
Level 3 -- 250-500 Followers
Level 4 -- 500-650 Followers
Level 5 -- 650-1,000 Followers
Superior-- >1000

Cultural Sayings: Various depending on culture of followers

Famous People:Some well known Stor are The Essence, Zues, Athena, Ra,

History: The History of the Stor is unknown.
PostPosted: Mon Aug 04, 2008 10:51 am


Species Name: Vienti
Appearance: The Vienti are a humanoid race of reptiles that stand erect on two digigraded legs, with the assistance of a balancing tail, roughly a few inches longer than the torso and head of the individual. Their anatomy is roughly like that of a human's: arms attached to shoulders, a five fingered hand on each arm, aposable thumbs, a normal proportioned neck. The head is different from a human's, as it has a snout, which nostrils are located, instead of a nose. A typical Vienti has ears that share some characteristics of that of a rabbit's ears, though Vienti ears are less floppy, with more of the inner ear exposed. like a bat's. Vienti eyes are large, and very expressive with all sorts of colors documented. Instead of hair, Vienti scalps holds hundreds of flexible spines that are silky to the touch. colors range from green, to blue, to gray, depending on age and sex. There is not much of a physical difference between males and females, since they find each other through pheromones, but the females have a darker color, and are generally a little bigger than males.
X1
X2
X3

Diet: Vienti diet consists mainly of grains, fruits and vegetables. There are many different tastes throughout the many colonies, ranging from spicy, to sweet tastes. Because of standardization, and rigorous colony selection, almost every colony has ample food production. There is rarely planet-wide famine or drought.
Culture/country name: Vienti culture is mainly focused on family values first, and a strong belief in the race as a whole and it's allies second. Thirdly, and the most noticed part of Vienti culture, is it's duty to preservation and standardization of all things within it's territories. From starship production, to pharmaceutical supplies, to the way foodstuffs are processed. Everything runs smoothly, even in conflicting times. Because of standardization, The Vienti race is one of the most technologically advanced race in the tri-galaxy area, their size, slightly smaller than the Zurian territiories
Location:The alpha galaxy: Gurdesh system, Hirgo systems, and Land system (humans encountered here)
Language and Accent: All Vienti speak Gurdesh, though Vienti in the Land System have begun to speak Japanese, English, and Chinese as well.
Laws: Vienti dont have too much trouble with laws, since only an extremist minority break them. The law system in effect in all Vienti colonies and ships are similar to "eye for an eye" laws. Anything done to harm children is a death sentence.
Superstitions and Cultural Norms: Mostly, the Vienti are very open and friendly, embracing and physical touch is a common thing among them. Humans have adapted well into their culture, and many fleet groups are actively searching for the relatively fledgling race, to welcome them into the alliance.
Famous People: Most fleet leadership and government leaders are revered to be the highest upstanding citizens. Other famous people include the founders of the standardization movement, and the scientists who created "free energy", pushing the Vienti into the stars.
History:

Arising from the natural embrace of their home world was hard for many Vienti, but it became necessary to preserve the natural beauty of their home. Starting with just simple physicists and their colleagues, the race to perfect an engine that would take something larger than a small building into the heavens begun. Years passed the planet by and the cities began to edge into their limit zones. pollution began to rize, and even though rigorous measures were being taken, the ice caps slowly began to melt.

Just as the race reached it's ten year mark, an young autistic (the equivalent to a human) intern started working on a formula that would eventually let him create "the perfect sphere" in macrogravitational conditions. in the days that followed, the young intern became a world hero. He had unwittingly created "free energy" or energy that kept on going but did not need recharging or did not run out.

The intern's formula revolutionized not only the power houses of the first fleet, but it revolutionized anything that needed power. And since the energy gave no visible pollution, decades later, the planet was back on it's regular temperature cycle, and still is today.

After the first habitable planet was discovered, the standardization movement began, and the beginnings of the civilization as it is known today began to form.

Centuries later, the civilization still goes strong with the beliefs and morals that it had when it entered space. It's territories were vast, and it's infrastructure matched by none. When a struggling race was discovered on a rocky planet used as a military outpost in the Land system, The Vienti helped them establish their own colony. The refugees called themselves humans. Though they were few at first, their numbers grew and they became an established ally whose numbers steadily grew as they found more of their brethren among other planets in the land system. Through the help of the Vienti, their cultures combined, the Vienti and their standardization and climatory regulations, and the humans with their diversity and adaptability.

As the Vienti maintained their borders, expanding only when necessary, they welcomed all who entered their systems with kindness.

all of the surprises


Palinor

PostPosted: Fri Aug 15, 2008 10:30 am


Species Name: Were-Tiger
Appearance: Appearance may vary, due to this being a magical affliction that may affect many species, the hybrid form is a cross between the base species and a tiger. When in full transformation, they will appear nothing like the base species, but entirely the appearance of a Tiger, the color of fur will vary in; Orange(Common), White(Uncommon), and Black(Rare)
Diet: When in the first stages of becoming accustomed to the transformation, the host of this affliction will exhibit immense desires for meats, and during tranformed periods, may even hunt down wild prey.
Location: Ever expanding, once one becomes afflicted, they are likely to turn others, but they can prevent themselves from doing so.
Language and Accent: Generally the afflicted have a deeper, yet gentler tone than before.
History: This disease has been working it's way through the sands of time, not as prevalent as the Werewolf, but a solitary Weretiger is stronger than any Werewolf could ever wish to be. The unfortunate truth that comes with any Lycanthropy, is that there will always be that one night the afflicted are not in control, and it as these times they spread this plague further. Weretigers are highly adept at acrobatics, and generally strong for their size.

Their physical appearance is long and slender, but every muscle is highly toned, many have chosen to exploit the physical beauty that comes with this and make their living as such. The other most common route is to exploit their body for battle, strong enough to lift a heavy sword in a single hand, yet quick enough to avoid taking damage. Another highly useful trait, is regenerative capabilities, while it may not be absolute, a Weretiger can come back from most any wound, as long as the heart or brain have not been damaged.

One highly odd factor in this lycanthropy, is that every humanoid species is affected differently in minor ways, some have been known to grow tails or ears, whilst others show no signs of this affliction at all. As this disease extends it's genetic grip upon the universe, let us see what surprises and mysteries of it's happenings are revealed to we, the Watchers.
PostPosted: Sun Aug 17, 2008 5:12 am


Species Name: The Watchers

Appearance: Slim physique, small head in proportion to it's elongated frame, but is averave human size. Their skin is a pale red and the iris of their eye are varied between colors; Green, Yellow, Silver, and Black. Most will remove their hair early on through psychokinetic manipulation, though several have their hair which resides only on the back of the skull, and is always a jet black. They are taller beings, averaging a height of 7' and their proportions are similar to an exceptionally thin human.

Diet: Eating primarily fruits, with vegetables as a secondary, and drinking succulent wines, they keep their pallets appeased so they may expand their concious mind. The health of every individual is very similar, they experience no disease, and do not carry fats. They are minimal in musclature, so in physical combat, they would be rendered helpless, and as such rely heavily on their mental prowess.

Culture/country name: The Watchers, is both their race and life-path. Having recieved no formal name before The Watchers, this is all they are to be known as. Their primary home is on a highly sophisticated space-craft that had been built, and escaped Valde Firma-Grande before the great rebirth, several millenia ago. They have sent envoys to many worlds, and though this party is small, it is highly self efficient, due to this species reproduction by a highly odd way. When one dies, the Watcher that was closest, by friendship, is to devour their heart, where it's DNA patterns are seperated into a birthing canal, and there it gestates for 4-months, this child is born and kept under close observation for 8 more months, and then it is to be brought to know it's purpose in life, and eventually it's previous knowledges passed to it, expanding their minds always.

Location: Current location of their home vessel is in the Illumina Solar System, the high point of interest is the Siralaf Planet, and a certain traveller that has come to appear there, one that has kept their interests peaked.

Language and Accent: Most often project through their mind, but will probe a person's mind to find the proper wordings to speak with anyone they see fit. When speaking out loud, their voice is soft, and sounds very vibrational. I've recorded a sample of how they would sound, and no I didn't alter it, I just held the mic to my throat: The Watchers

Laws: There are only three laws, but no Watcher shall ever break these laws. The First Law, one must only observe the outside species, though we may have the means to right their ways and create harmony, the Gods of these Galaxies have not willed us to do so. The Second Law, keep your own safe, never lose respect of another Watcher and ensure we all survive as long as we may. The Final Law, when interacting with another species you may introduce yourself as only a Watcher, you are to form no partnership with another species, and in these instances, you must only pose questions and never impart knowledge upon them, the only thing you may give would be a cryptic clue, or riddle.

Superstitions and Cultural Norms: Every Watchers believes the Gods have tasked them with massing all the knowledge in existance, and act according to such, it is believed that to give your knowledge to another may cause you to lose this knowledge, so only when in their dying moment do they give what they know to eachother, these beings live as long as they desire when not falling prey to physical harm, and at the center of this race is The Keeper, a solitary, silent figure whose physical frame carries no muscle, it is a shell to hold a mind, it is fed by tubes and when every Watcher passes, it's knowledge is emparted in entirety to every Watcher, and The Keeper, so all that is known to The Watchers in entirety is known to The Keeper. Every 4000-years of life, a Watcher will slay itself, to 'refresh' it's frame, and allow it to be more receptive of knowledge, the system has been perfected and every 5 years a watcher will pass, keeping the knowledge flow heightened to perfection.

Cultural Sayings: "Your mind, is a Universal scroll, let me know it's tale."

Famous People: The Keeper, has lived from the beginning of this species, and was the one to guide them to the vessel, ensuring they escaped Valde Firma-Grande, beyond this there are none, because every Watcher is important, all respect eachother beyond all else.

History: This species began on the world, Valde Firma-Grande, over 800,000 years ago, at this time the Gods residing over that galaxy had begun to fall prey to the end-games, all had been lost except Fate, who decided that Valde Firma-Grande needed to be reborn. During this time-period magic and machinery co-existed, and created a beautiful society, a utopia of sorts, but Fate found this boring.

At this time, The Keeper was still a simple Watcher, but had come to learn of this plot, and so he led his entire race into the largest space vessel found on the planet, the other species there did not care for them, so it was a swift agreement, and off they went, free from being turned to ash, and becoming soil for the new life-lines.

As they journeyed, seeing other realms, The Keeper came to be titled as their savior, but he knew this was not what he was, so he took up position as The Keeper, to ensure they never lost sight of their purpose, and every 10,000 years he will speak to his people, ensuring that vision is not lost. At this point in time, they work together as one to ensure more and more knowledge is being kept, so as to keep this purpose on track.

Palinor


Spierred

PostPosted: Fri Sep 12, 2008 8:59 pm


Species Name: The Niya
Appearance:
Niya - Human like creatures similar to Chinese-Arabian civilization. Homogeneous with little variation in skin tone and eye/ hair color.
Niya Ghosts- Same as Niya
Niya Ghost Demons- Large, skeletal demons with visible artificial hearts that reflect their house and animal bones.
Diet: Ghost Demons do not eat, otherwise, a Taoist diet.
Culture/country name: The Niya Empire
Location: Xing, Riben solar system, Alpha galaxy
Language and Accent: Mandarin Chinese for Niya and Niya Ghosts. Niya Ghost Demons cannot talk with the living and it’s unknown how they converse with other Demons or Breezes.
Laws: Courts that take into consideration all fair evidence. Believe in Taoist ritual of equality.
Superstitions and Cultural Norms: Very proud and isolated. Keep to their own house, but are otherwise friendly and sociable.
Cultural Sayings: The Way that can be described is not the true Way."
"The Name that can be named is not the constant Name."
Famous People: Emperor Goda - The first and last true Niya Emperor. He united all the houses of the Niya for a span of a couple hundred years before his mysterious death along with the rest of Tu.
History:  The Niya are the indigenous habitants of Xing. Though no “living” Niya remember it, they were there before the humans, who came into the picture just prior to the death of Tu. Technologically, culturally, essentially they have remained frozen in time, neither spreading out from their houses, being fiercely domestic, nor expanding technologically, being attached to Taoist teachings, especially that of balance and harmony.
Extra note: When a Niya dies, their heart hardens and they become a Niya Ghost. There is little difference between a Niya and a Niya Ghost physically, though a Niya Ghost stops aging and their heart will harden to a form that represents their house ((I.e. A Tu Niya’s heart will turn to a ruby, representing earth)). With this hardening comes a loss of part of their soul and they will often become more ill-tempered, aggressive, cynical, etc. If a Niya Ghost dies, then they will be trapped within their corpses until they are revived by Niya Alchemists. A revived Niya Ghost then becomes a Ghost Demon. Their bodies rot away and bones are added from other skeletons, usually animals, to create skeletons that the artificial hearts give life too. They are now no longer human at all. They can dissolve into their house element, do not eat sleep or speak. They are completely soulless and nothing remains of their former life except the bones of their bodies. These are killed by destroying the artificial hearts.
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06 General Archives (non-RP inactive threads)

 
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