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Phaeton 2
Vice Captain

PostPosted: Mon Jan 04, 2010 5:39 pm


Humanoids - Your two legged two armed, one headed human or human like sentient creatures that roam the world in vast civilizations

Human

Humans are your most common namesake of humanoid species. They are the most adaptable flexible and diverse of the common sentient species. Their morals, traditions, and social norms vary just as much as their appearances do.

Advantages:
-Humans are capable of mastering a wide array of skills in their lifetimes.
-Humans are socially skilled and generally capable of good diplomatic and linguistic skills even with other species.
Disadvantages:
-Humans have a more difficult time specializing in a single ability to the effect of longer lived species

Dwarf

Dwarves are a stout and compact species generally forming their homes within the mountains. Toward other species they are proud, pragmatic, and aloof. Dwarves are generally tough and resilient, known for their dedication to their pursuits.

Advantages:
- Dwarves are known for their mastery and knowledge of stone and metalwork.
- Dwarves are a sturdy and tough species, known for their ability to survive and stand up to injury and toxins.
- Because of their stout shape, dwarves can carry heavier weights with less difficulty

Disadvantages:
- Dwarves tend to be gruff and reserved, being a bit difficult in social situations
- Due to their shorter stature, dwarves move more slowly

Elf
Elves are a gracile and frail species of the world. They are known for their art, literature, dance, song, poetry, and magic. Elves value nature and simple beauty.

Advantages:
- Elves are gracile and agile, utilizing their flexibility in dance and in combat. They excel in stealth and archery.
- Elves have heightened senses of vision and hearing, able to hear fainter sounds and see clearly in poorly lit spaces. Their senses let them notice things most others would not.
Disadvantages:
- Elves are frail and less capable of resisting damage than other humanoids.
- The lengthy life of an elf can make it difficult to relate to other shorter lived species.

Gnome
Gnomes are a small species known for their inquisitive minds. Amongst other species they are generally known for their technicians, alchemists, inventors. Gnomes are also known for their sense of humor in jokes, tricks, and pranks.

Advantages:
- Like dwarves, Gnomes are tough, not quite as tough but tougher than they seem.
- Gnomes are naturally curious and inquisitive, they revel in experimentation and invention.
- Gnomes know how to use their small stature to their advantage in battle becoming fairly difficult to follow and strike at.
Disadvantages:
- Since gnomes are small they aren't quite as strong as other humanoids. They also require smaller equipment to function effectively.

Goblin
Goblins are a small mischievous species known for trouble. In small numbers they can be a nuisance, in greater numbers a conquering horde. They tend to function in social groups and don't get along well with other species except for Orcs and Ogres. Goblins are opportunistic and utilize any advantages they can get. The concept of a fair fight means nothing to them.

Advantages:
- Goblins are small and dexterous. They can handle well in tests of accuracy and evasion. Compared to other small species they are speedier on foot.
- Goblins are often skilled riders using worgs and other uncommon beasts of burden (usually predatory) as their mounts.
Disadvantages:
- Goblins handle poorly in social situations with other species being clearly greedy and cowardly, but overtly hostile to other species when traveling in groups of their own. Goblins tend to only get by with Orcs and Ogres.
- Goblins alone are small and fairly weak even in comparison to other small species

Orc
Orcs are an aggressive breed that raids pillages and fights other humanoid species. Their styles include colors and clothing that most other humanoid species find repugnant. Orc tribes often follow a warrior code valuing strength, determination, and brutality to enemies above all else.

Advantages:
- Orcs are a strong and brutal species, often building strength and sheer skill of the blade above all else.
- Orcs also tend to be tougher than most other humanoid species (except possibly Dwarves)
Disadvantages:
- Orcs are fiercely territorial and tend to conquer rather than unite, and take slaves over allies.
- Orcs can't stand bright lights and are easily dazed by them
- Orcs tend to be less intelligent than other species.

Monstrous Humanoids - Monstrous humanoids are often animal like with humanoid characteristics, such as having goat legs, or cat like features.

Centaur
Centaur are a hybrid of a creature with the upper body of a humanoid, but the lower body of a horse. When their legs are hidden, they are often mistaken for tall powerful elves. Centaur live in tribal nomadic communities in the wilderness as excellent hunters and horticultural masters.

Advantages:
- Centaur have some of the best wilderness survival knowledge and skills in the world.
- Centaur are quadrupedal and capable of moving swiftly as well as quietly overland on their hooves.
- Centaur are fairly hardy and strong proving to be proficient in close as well as ranged combat
Disadvantages:
- Due to the unique design of their bodies, Centaur find Humanoid society difficult to adjust to
- Centaur often shun the company of more "civilized" species

Merfolk

Merfolk are a sea fearing species with the upper body of a human but the scaly tail of a fish. They commonly live in societies made underwater with their own construction or sometimes inhabiting sunken ships and ruins. They usually avoid surface dwellers and only travel to the surface to sunbathe.

Advantages:
- Merfolk are at home within the sea. They are as fast and as agile as any dolphin beneath the waves.
- Merfolk are Amphibious and capable of surviving out of water.
Disadvantages:
- Since their legs can’t change, Merfolk are greatly hindered when it comes to moving around the surface world.

Minotaur

Appearing to be gigantic man with the head of a bull, Minotaurs are large, strong, and fiercely territorial.

Advantages:
- Minotaurs are masters of direction, being keenly capable of tracking enemies and never getting lost. This makes them nigh impossible to sneak up on as well.
Disadvantages:
- Being so fiercely territorial, Minotaurs are usually solitary and particularly hostile to non-Minotaur species.

Dragon – There are a few types in this section but basically your winged intelligent quadrupedal reptilian creatures fit into this category.

Dragon

True Dragons are identified by some key aspects. They are massive, four legged, and have long necks and tails, and massive wings of which to propel them into the skies. They have powerful breath attacks, a great girth, sharp claws, sharp teeth, scales harder than steel, and innate magical powers and abilities to boot. Dragons are feared and respected as some of the most powerful species alive.

Advantages:
- Dragons are very massive and incredibly strong. A single very old dragon is capable of leveling a city with any combination of clawing, biting, and breathing.
- Dragons control magic innately and understand its inner workings.
Disadvantages:
- Dragons often have to limit themselves to a magical disguise in the presence of humanoids in ordrer to function in society. Not just in interactions but just to be able to enter buildings and avoid crushing things.

Fey - Faeries, Dryads, nymphs, brownies, basically a large group of wilderness dwelling magical creatures often beautiful but capable of deadly power. They have some spiritual nature to them and their individual species represents some aspect of nature. Many have wings on which they can take a magical flight.

General
Advantages:
- Fey have innate magical abilities and are naturals with controlling magic.
- Fey are generally capable of effectively manipulating other species with tricks and deception
- Fey are commonly in tune with nature to the point of being able to speak with animals
- Fey are usually immortal and only die by injury and disease.
Disadvantages:
- Fey are exceedingly frail and not very strong
- Fey are commonly loyal only to themselves and occasionally others of their kind who live close by. They aren't very accepting of other species.
- Cold Iron is commonly a bane to Fey.

Brownie

Brownies, urisks, or house elves are tiny chubby creatures with pointy ears resembling elves. They often live within walls of houses or castles and take care of cleaning and housework in exchange for gifts of food. They prefer not to be seen and often are nocturnal.

Advantages:
- Brownies are effective at going unnoticed due to their tiny stature.
Disadvantages:
- Because Brownies are so small, pets such as house cats are a great threat to their lives


Dryad

Dryads are generally thought of as tree spirits. They travel in and out of trees, frequently living within forests full of them where they may travel freely and live amongst them. Because of this unique lifestyle Dryads avoid contact with "civilization" at all costs.

Advantages:
- Dryads can move in and out of trees like fluid
Disadvantages:
- Dryads can not stray away from forests and particularly their home tree. They die within a day (24 hours) without their home trees.

Pixie

Pixies are your most commonly recognized fairy. They are the diminutive butterfly winged people that most think of when they hear the name. Pixies are reclusive and live in secluded areas where they relish in playing tricks on larger sentient creatures.

Advantages:
- Pixies are tiny and difficult to track with their superior flying ability.
- Pixies can become invisible at will
Disadvantages:
- Pixies are often prodigal and avaricious, their services can be easily bought, though contracts will remain questionable.

Nymph

Nymphs or most commonly Naiads are nature's embodiment of physical beauty. They live within the wilderness and spend their lives protecting it from those who would take too much or cause harm to it. Though commonly mistaken for elves they are much more diligent in protecting nature from hostility.

Advantages:
- Nymphs have an unnatural beauty and grace that makes them incredibly persuasive or permanently blinding to humanoids.
- Nymphs are generally supported even by animals within their forests
Disadvantages:
- Nymphs are fiercely protective of their homelands and are very difficult to pull away. They never leave their homelands if they can avoid it.

Satyr

Satyrs are actually the male counterpart to Nymphs. They are best described as horned men with the legs of a goat. Satyr are rather hedonistic and more prone to carrying musical instruments and wine rather than arming themselves. They live within forests and leave travelers alone when they don't feel like crafting a good prank.

Advantages:
- Satyrs are naturally alert and keen of sense. It's nigh impossible to sneak up on one.
- Satyr can naturally weave magic into their songs when they play music
Disadvantages:
- Satyrs are often care-free and uninterested in politics or war.
- Satyrs like nymphs are difficult to pull away from their homelands. They only venture out in search of alcohol.

Siren

Though Sirens are aquatic they are not to be confused with mermaids. Unlike mermaids, sirens appear human and are usually very seductive visually and vocally. They were born out of sea-foam and are immortal in the sense that they will live forever unless killed. Very vane creatures, they traditionally live out at sea and lure sailors into the water with their voices. Drowning and eating the victim.

Advantages:
- Can use voices like a compulsion to get listeners to obey them
- Graceful and very fluid in motion, good flexibility
- Sharp pointy teeth that can tear flesh and large pupils which can see in the darkest parts of the sea
Disadvantages:
- Not as affective against woman
- Physically weak and distracted by "tasty" looking mortals
- Easily crippled by any kind of wound that would make one look less than perfect

Giants - A genus of size and strength, Giants seem attributed to destruction. Their regard for smaller creatures and often rough and rowdy nature can be a common cause of misunderstandings and trouble. Giants all share common traits of size, rock hurling, and the use of force to solve problems. Over all Giants tend to be solitary or live in groups of families. Depending on the type, they can live anywhere from two to eight centuries.

General
Advantages:
- Giants are great in both size and strength. They tend to be very tough too making them incredibly difficult to fall for smaller creatures.
Disadvantages:
- Being so massive can make Giants easy targets to strike at
- A giant's size makes them stand out in humanoid societies and makes them incapable of entering most humanoid dwellings.
- Giants tend to be boorish and bullheaded when faced with conflict

Cloud Giant

Cloud Giants are recognized by their defined features, blue white skin, and silver hair. As some of the taller giants they tower a head or two above other kinds of giants. They're fairly snoody and look down upon even other giants save for Storm Giants.

Fire Giant


Fire giants are fairly broad as well as massive almost resembling Dwarves save for their fiery hair colors and being around 12 feet tall on average. They are ruthless, brutal, and militaristic in their own society as well as in their treatment of other species. They prefer to control and subjugate rather than ally and they love to take prisoners.

Frost Giant

Frost giants are difficult to distinguish from younger Cloud giants save for their brutal and destructive nature. More often than not the frost giants are raiders and pillagers preferring to take what they can and destroy what they can't.

Hill Giant

By appearance, Hill giants vary as much as humans do with a lot of the same color characteristics. Hill giants are often selfish and cunning brutes. They survive by hunting, and pillaging but can sometimes trade with other giants, ogres, and orcs. They usually band in temperate regions and hills.

Stone Giant

Stone giants appear to be gigantic lean muscular people almost looking to have been carved from stone. They enjoy rock hurling games above all else gaining an undeserved reputation as rock hurling hooligans and trouble makers. Stone giants are actually shy toward strangers and prefer to avoid trouble, but by that token are not timid.

Storm Giant


Storm giants are of similar height to Cloud Giants but with green skin and hair (Yes... Jolly green giant.)and sometimes violet skin and hair. They are generally gentle and reclusive but can be very dangerous if provoked. Storm giants love music and often carry instruments.

Giant-like - basically considered giants but not fitting into the giant phenotype.

Ettin

Ettins are two headed fuzzy beast sort of creatures. Their faces resemble orc faces, but they’re about the size of Cloud giants. Ettins are strictly isolationists but tolerate the presence of orcs, goblins or ogres if they can be helpful, otherwise they tend to kill or chase off anything else that ventures near their lairs. Ettins place little value on wealth but do understand how useful it is to others. What they save, they usually spend to buy the services of Orcs and Goblins.

Advantages:
- One head controls each hand in Ettin physiology. They can use two weapons with greater efficiency, and even act with each hand independently with little difficulty.
- Having two heads means Ettins have extra ears and eyes. They can be quicker to notice things as a team.
Disadvantages:
- Ettins aren’t particularly smart
- Ettins have no language of their own and just mash together giant, goblin, and orc languages. This makes them very confusing when speaking to anyone who doesn’t know all three languages.

Ogre

Ogres are known for being big, ugly, and greedy raiders, pillagers, and scavengers. Ogres often join with Orcs, Giants, and Trolls to prey on the weak. They tend to be lazy, ill-tempered, and exceedingly stupid. Ogres usually travel in bands and live wherever they can barge in. Like Goblins, Ogres prefer ambushes, overwhelming force, and brutish tactics to a fair fight.

Advantages:
- Like other giant types, ogres are incredibly strong and very hardy.
- Ogres have tough skin and are somewhat resistant to strikes.
Disadvantages:
- Ogres aren't very smart and will ignore or avoid problems they can't solve by force

Troll

Trolls are tall, lean, hideous, and surprisingly agile carnivores who will eat anything smaller than themselves, be it game, livestock, or man. They’re fearless vicious hunters whose attack only grows in relentlessness the hungrier they get. They are usually solitary and only consort with their own kind. Trolls can live anywhere, from tropical forests to arctic wastes.

Advantages:
- Trolls are not just strong but agile too, making their claws all the more fearsome.
- Trolls are only vulnerable to burning by heat or acid. They re-grow limbs in minutes or can simply re-attach severed limbs by putting them back together.
Disadvantages:
- Like Ogres and Ettins, Trolls aren’t very intelligent. Being fearless as well lends to recklessness.
- When Trolls get hungry their instincts take over and they attack

Yeti

Yeti are mountain faring hairy ape like species. Equipped to handle the extreme cold, they scavenge and scrape to survive off the land and make their lairs in deep caverns. Yeti live in small family groups or are solitary. They generally avoid contact with other species.

Advantages:
- Yeti have thick hides and thick skin, they are well protected from the cold and more resistant to injury in combat
- Yeti can function even in intense blizzards with keen senses and tracking skills
Disadvantages:
- Yeti hides are great for cold but this makes temperate and warm climates unbearable for them.
- Yeti do not know any languages but their own. Communicating with them can be very difficult.

Off-worlders - Varying in shapes, sizes and origins, off-worlders is a catch all term for those who aren't born in or have lineage outside of the natural world

Angel & Archons
Angels are commonly beings in service of the light and good deities. They come from realms of goodness and are the natural enemies of Demons and devils of the lower realms. Though Angels and archon species come in all sorts of shapes and sizes these creatures essentially radiate goodness and light, are honorable and honest and never lie, cheat, or steal.

General
Advantages:
- Angels are naturally proficient hunters of evil and darkness. They can naturally root out fiends where ever they go.
- Angels are powerful and resistant to all but hazards generated of evil energies.
- Angels emit a welcoming light making them never in complete darkness and sometimes irresistible to good natured people.
- Angels are able to control holy and healing magic innately
Disadvantages:
- Remaining holy requires a strict code of honesty and goodness. Bending those laws can be a bit sketchy.
- Angels are vulnerable to and must distance themselves from darker magic.


Demons & Devils

Demons and devils hail from the underworld and infernal planes. They are depraved and vile creatures of evil and cruelty who revel in blood and destruction. They naturally find goodness and honesty repugnant and seek to create chaos and death where ever they can. Demons and devils come in all sorts of shapes and sizes but are commonly marked by their seeming transmittance of darkness and particularly their vices and sinning nature.

General
Advantages:
- Demons are powerful and resistant to all but holy powers.
- Demons can often sow the seeds of chaos and destruction from more discreet means by manipulating others.
- Demons can control unholy and corruptive magic innately
Disadvantages:
- Demons are naturally hated and feared as troublemakers. Those who make their intentions or just their appearance obvious are often feared and hated.
- Demons must keep their distance from baleful holy magic


Special conditions - These traits may not apply to a specific species but unless listed below generally only apply to humanoids and monstrous humanoids.

Celestial

A celestial creature is one touched by the hand of a holy deity and imparted with holy power. They are often marked by an aura of holy light, a halo, and/or immaculate beauty. Depending on birth or blessing, any creature can become celestial.

Advantages:
- though not as powerful as angels, celestial creatures are imparted some holy power
Disadvantages:
- Celestially touched creatures tend to stand out amongst their own kind.

Fiendish

A fiendish creature is one enhanced by the powers of an archdevil or evil deity. They are often marked by horns, gnarled claws, and/or a corrupted ugliness.

Advantages:
- though not as powerful as Demons, fiendish creatures are imparted some unholy power
Disadvantages:
- Fiendish creatures are noticeably dark and ugly and often hated by their own.

Lycanthrope

Lycanthropes are shape shifters gifted or cursed with the ability to become some sort of animal. They are in tune with these animal species behavioral habits and over time their humanoid state begins to reflect some of those animalistic traits.

Advantages:
- A lycanthrope has three forms, their humanoid state, their animal state which is indistinguishable from another animal of that kind, and a hybrid state that enhances the abilities of both animal and man to form a powerful and capable creature.
- A lycanthrope inherits the keen senses of whatever animal it is they are in part.
- In animal form, a Lycanthrope can communicate with other animals of their kind.
Disadvantages:
- The call of being part wild animal can make functioning in society very difficult
- Less experienced Lycanthropes may not be able to control when they take a form and which one they take.
- In animal form a Lycanthrope can not speak and thereby signal that they aren’t just a regular animal.


Vampire

The cursed children of the night. Pale with death and tormented with the thirst of blood, these creatures who once were are plagued to prey upon those of their former species for sustenance as they lurk within the darkness of night.

Advantages:
- Vampires are said to be "immortal", resistant to pain and disease.
- Vampires are empowered with an unnatural strength and agility.
Disadvantages:
- Vampires must shield themselves from the sun and holy powers at all costs
- Vampires are plagued with an insatiable thirst for blood, if put off it can curb their senses and drive them to mindlessness.

Zombie

Zombies are usually mindless undead creatures. Their bodies are reanimated by a magical means subsiding off of negative energy and remaining in their rotting state. More often than not they are used as tools by necromancers, unholy clerics, and intelligent undead, and returned to death by priests, holy clerics, and paladins.

Advantages:
- Zombies feel no pain and know no fear (Unless turned by a holy cleric, paladin, or priest)
- Zombies strike more fiercely with dead weight
Disadvantages:
- Zombies are usually mindless and only act on the basic instinct to prey upon the living
- Zombies are easily controlled by evil spellcasters, and easily turned or destroyed by Holy spell users.
- Due to the onset of Rigor Mortis, Zombies tend to be un-dexterous and very slow moving.
PostPosted: Mon Jan 04, 2010 11:04 pm


Notes to consider upon character creation:

The "Humanoids" group are most common civilized species in the world, particularly Humans. Because of this, Humans are most likely to be in high social rankings. Their frequency is greater in cities while monstrous humanoids begin to show up more often in small villages and hamlets.

Fey tend toward life in the wilderness, namely forests and grottoes.

Giants usually live in tiny communities of their own or in solitude in secluded areas

Off worlders are the least common often hailing directly from another plane of existence.

Half breeds:

Amongst the Humanoid species half breeds are possible Most carry traits from each parent both beneficial and troublesome.

Half Dragons - Half Dragons don't inherit the magical abilities or incredibly long life spans of their Dragon parents, but they do inherit a breath attack (albeit much weaker), scales, claws, a tail, and if they are big enough, wings. Half dragons are usually the average size of the non-dragon parent.

Half Angels and Demons - Half angels or half demons are possible, the resulting progeny will inherit some abilities from their off world parent but generally the appearance and traits of their humanoid or monstrous humanoid parent. Half angel/half demons aren't possible as their offspring wouldn't conceive from the opposing energies.

Phaeton 2
Vice Captain


Phaeton 2
Vice Captain

PostPosted: Wed Jan 20, 2010 1:13 am


New Species

If you wish to play a species not listed above, run it by the mods in the format of

Species name:
A basic description: (What they're usually like, what they look like etc)
Advantages: (What makes them successful and capable)
-
-
-
Disadvantages: (What their vulnerabilities and shortcomings are)
-
-
-
Reply
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