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Divine orders , Era of creation, 3nd Week.

+12
Lexandra
Nergal
Freya
Orabelle
Machiavelcro
Gear
Isilo
Aura
Chloris
Phlegethon
Nyama
Caranthir
16 posters

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Divine orders , Era of creation, 3nd Week. Empty Divine orders , Era of creation, 3nd Week.

Post by Caranthir Mon Sep 25, 2017 1:05 pm

New round begins , you can place your races until sunday again.
Caranthir
Caranthir
Weaver of Stories

Join date : 2017-09-01

http://www.xnxx.com

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Post by Nyama Fri Sep 29, 2017 10:12 am

Create Sentient Race: Tile 4623
Name : Cervo
Appearance: A deer body weist down, with a humanoid upper body and horns on their head.
Divine orders , Era of creation, 3nd Week. F33cc213
Divine orders , Era of creation, 3nd Week. E4385113
Size: About 1,80 meters.
Lifespan: 50-70 years.
Senses: Cervos hearing is really strong. They can hear anything around a 100 meters radius from them if they concantrate enough.
Diet Type: Vegeterians.
Habitat: Anything that can provide food and shelter is a friendly place.
Reproduction: Normal reproductive process, one to two babies at a time.
Society: Cervos are really passionate about their duty and their family. They are loyal and, they stay together, even in small groups they prefer to take care of each other than leave someone behind.
Template & Traits:
Monstrous Humanoid: 22 points
Resiliency: Cervos can last longer than most creatures without food and water.
Natural Armor (light): Their sturdy skin supports them in times of war, and benefits them for survival.
Unfriendly: Cervos are really hostile because they are afraid for their children. They are really intimidating when someone approaches them, without knowing their intentions
Darkvision: They don't see clearly in the dark of the night but figures are visible to them to protect themselves.
Traits:
Quadruped: they ave four legs (+2)
Diplomatic Prowes: Cervos are mostly really conviencing creatures, and have a talent at charming their opponent. (+2)
Hightened Sense: Their hearing is wider than any other race known . (+1)
Natural Attack: Cervos horns are really powerful, they can punch through their enemies and hold them in the air until they die. (1st age Power)
Tracking: (+2)
Low Fertility: Cervos make only up to two babies and they procreate twice in a lifetime. (-4)
Total Cost: 25 points

Cervo, the horns of power.
Nyama
Nyama

Join date : 2017-09-04

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Post by Phlegethon Fri Sep 29, 2017 8:43 pm

Create Sentient Race: Tile 4923
Race Name: Gold Dragons
Appearance: Like huge seprents made by gold
Size: Big, very Big
Lifespan: 200 years
Senses: the ussual 5
Diet type: Fish and large mammals
Habitat: High mountains and peaks.
Reproduction: They lay eggs  2-3 times per life time.
Society:Monarchy , the oldest is always the king
Template & Traits:

Low Mortality +4, they are on top of the food chain
Physical Ability Aptitude +2, even for their huge bodies they are very strong.
Mental Ability Aptitude +3 , they are extremly cleaver
Fly +3
Amphibious +3, (water- air)
Tracking +2 they know how to track down their prey
Natural Attack +1 Breath weapon ( fire, underwater acts like a Steam Breath )
Natural Attack +1 Claws
Huge +5
Resiliency +2 , they can fly for hours without get any tired.
Natural Armor 3 +3 , gold scales protect them from harm.
Elemental Resistance +1; Fire
Elemental Resistance +1; Cold
Brave +1
Strong Willed +2, their faith is unquestionable
Territorial -2 , They will attack any unfamiliar near their nests, no questions asked. You wana climb the mountains? Better to have an alternative route.
Offensive to Animals -1
Dump Magic -5
Eccentric Pallete -2, Sometimes they eat big sentient creatures if they cant find otherwise food.
Proud -1
No sense of fear -3
Greedy -3
Short tempered -2

35 points



Divine orders , Era of creation, 3nd Week. Red_dragon_by_sandara-d6hpycs
Phlegethon
Phlegethon

Join date : 2017-09-08

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Post by Chloris Sat Sep 30, 2017 1:19 am


Race: Sentient Half fey half plants.       Tile: 3218
Name: Maormer
Appearance: They are medium creatures.  They take the colours of their surrounding water or water plants.  They have wings on their backs and a skirt around their legs that take a form similar to the plants that grow in that area. It is not much of a shape change as an adaptation that comes with every new  generation. (The wings and the skirt are to help maneuvering in the water like fins.)
Divine orders , Era of creation, 3nd Week. Ff9be510
Divine orders , Era of creation, 3nd Week. E546df10

Size: They range between 1,40 for the women but up to 2,5m for the men.

Lifespan: they live around  60 years.

Senses: They see and hear in the water as clear as a standard humanoid would in the air. Being creatures of the deep waters, they have adapted to the darkness and are able to see clearly even in the total darkness of the underwater caverns. (Darkvision)

Diet type: Even if they are capable of digesting anything really, the things that cover their nutrition needs are shellfish and sea plants. And they looooveeee sea plants! Everything tastes better rolled in sea weeds!

Habitat: Lakes and seas, in places that gather seaweeds and underwater caverns. They will choose a place with corals over another ...

Reproduction:Normal fornication, 6 month pregnancy, 2-3 children per pregnancy.

Society: Their society is based on the stronger one and the more intelligent one to rule together until another couple proves themselves better.
They are playful and cheerful little bastards! They are vogue and vain and enjoy bejeweling themselves with nice colors be it corals, gems, clothes , they don’t care what, really. They like their solitude as much as they looooveeee wandering creatures.

Positive and Negative Traits:

1) Natural wapons: Talons 1p.

2) Natural attack: Sting. The Maormer have a sting that pops out of their mouths. The sting contains a strong paralyzing substance. 1p.

3) High fertility: 4p.

4) Physical Ability aptitude: These creatures don't just have strong and enduring bodies, they also have good looks, the beauty of fresh healthy red chicks and juicy lips .  2p.

5) True believers 5p.

6) Amphibious: They can breath both in and out of the water. They live in the water but they can walk the land as well. Desserts and really dry places are very uncomfortable to them so they avoid them. 3p.

7)Darkvision:2p.

8 ) Resiliency: Maormer have a excellent metabolic mechanism to protect them in extreme temperatures and temperature changes. They can handle ice cold waters and weather as much as really hot temperature, but not dessert regions. 2p.




1)Eccentric palate: Ιt’s not that we’ll hunt you down! It’s not that we’re hungry! But… well… you were there and… and you smelled nice…  And you probably wouldn’t make it anyway!  -2p
Divine orders , Era of creation, 3nd Week. 1a57ce10

2) Dump magic: -5p.

3) Territorial: Wandering lunches eerrr creatures might be welcome, neighbours not so much. You go find your own paradise, this is ours! -2p.

4) Unfriendly:"You wanna steal my corals! I can see it in your eyes!" -2p

5) Mental ability deficit: Many things can be said about them. Them being sharp is not one of them... They like simple things... eat, play, bejewel themselves, fornicate, have great abs... -3p.

6)Lunacy: On the first day of each season the Maormar go crazy. For all the time they spend caring for nothing but themselves, this day the feel the pain of the whole world. They scream and cry and feel sorrow for all that is hurtful, for all that is unfair...Anyone that interferes with their mourning turns their attitude to frenzied and is attacked brutally. -2p.

7)Short tempered: "you talkin' to me?" -2p.


8 ) Dimnished sense: smell -1p

Cost:21p.
Chloris
Chloris
Vito Corleone

Join date : 2017-09-03

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Post by Chloris Sat Sep 30, 2017 1:30 am

Race: Non sentient             Tiles: 3218 -1324
Name: The long haired piper
Appearance: A vase shaped carapace with flute holes is the base of this strange animal/plant. The carapace is strong like a thin bone and protects the inside that is a soft sponge.  Around it, it grows long seaweed stripes that can grow up to tens of meters long, like hair, that can protect the sponge, by confusing and entangling its natural predators.

Divine orders , Era of creation, 3nd Week. Offici10[/urlDivine orders , Era of creation, 3nd Week. Iue_ui13

Divine orders , Era of creation, 3nd Week. Images11

Size: The sponge is around 20cm tall, the sea weeds can grow up to tens of meters long.
Lifespan: They can live up to 200 years if nothing eats them first.
Senses: Even though these creatures have no neurons, they have a few coping mechanisms.
They can understand if the water they’re piping is too toxic or otherwise harmful to them, they close their pipes and start a series of self-preservation procedures (more details in reproduction).    
They understand when their pipes are plugged up and release a substance in the water to attract small fish that will eat all the big particles and clear the pipe entrance.

Diet type:
The weeds photosynthesize even in great depths and offer the main body with the nutrients that the water cannot supply.
The body eats bacteria and similar sized particles, thus cleaning the water.

Habitat: Sponges are worldwide in their distribution, living in a wide range of ocean habitats, from the polar regions to the tropic ones. Most live in quiet, clear waters, because sediment stirred up by waves or currents block their pores, making it difficult for them to feed and breathe. The greatest numbers of sponges are usually found on firm surfaces such as rocks. They tend to create a symbiotic relation with many small creatures of the sea like shrimps, tiny fish and molluscs that can hide between the seaweeds, they produce enough food for the sponge and they eat what the sponge disposes.

Reproduction: Sponges are hermaphrodites with no sexual organs. They have several ways or reproduction:
1)Sexual reproduction. Every sponge creates both eggs and sperm. The sperm is released in the water and sucked through the pipes of other sponges that instead of digesting them they store them with their eggs for them to be fertilized. After a few days the fertilized eggs are released and left to travel where the water takes them.
2)Asexual reproduction 1: Budding: The sponge produces a carapace covered bud that once it grows enough it detaches itself and is left to travel with the currents. This bud is not actually a new sponge as much as a clone of the original one. This bud can stay alive up to 6 months out of the water.
This is the easiest way to carry spronges with you to "plant" them elsewhere.
3)Asexual reproduction 2:Gemmules: If the sponge has trouble surviving (due to contaminated waters or extreme temperatures) it starts a backup plan. It creates survival pods for gemmules (a concentration of cells that is capable of developing itself into an animal). These gemmules are released to travel with the current until they find a healthy enviroment.

Society: Apart from exchanging sperm, no other interaction takes place between them.

Traits:
1) The carapace of the sponge can be used to make purple paint. It needs a procedure of careful drying under intense sunlight, breaking it down to dust, boiling it with oils and letting it stay for a few days. A tiring but simple procedure. The colour is very intense and it can permanently die leather, cloth, naked skin, and most porous materials (bone, carapace etc.) even hair and nails!

2) There is a large amount of a magical collagen like substance between the carapace and the sponge. This unique kind of collagen when consumed it can speed up and increase the normal regeneration of bones and joints, gives amazing skin, beautiful hair and very strong teeth and talons.

3) The young weeds have an excellent nutritional value.It is super rich in calcium, fiber and protein. It contains enough metals and vitamins to sustain you even if you only eat weeds for months, at least as far as nutrients go. The seaweeds have almost no calories and to sustain your energy you must eat constantly. All these ingredients make it a super food that can help prevent and help cure many health conditions and prevent  signs of aging. If dryed properly, they can be kept for months as travel supplies, as long as they are protected from too much humidity.

4) The longest, oldest weeds get tough and they become inedible. Still, they can be used to make ropes and threads that are just as strong as regular ropes and threads and but without losing their composition, since they don’t corrode and they don’t rot due to the water or the salt. If treated with care they can be used to produce a very fine thread, that with the proper weaving it can produce the finest silk.

5) The weeds grow constantly and aggressivelly. If someone doesn't cut them they create a jungle and in small bodies of water they may devour everything. They need constant trimming even though the more you cut them the more they grow.
Chloris
Chloris
Vito Corleone

Join date : 2017-09-03

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Post by Aura Sat Sep 30, 2017 8:14 pm

Create Sentient race, tile 1315
Name: Airdominers
Appearance: Elemental creatures. Look like humans. They use decoratice arrow tattoos to show their rank.
In the center of their bodies they have an elemental core which is the center of their energy and life. Their essance of life is air.


Divine orders , Era of creation, 3nd Week. 054a741b7ab139c26fefdd6ec82282ba--joseph-avatar-world
Divine orders , Era of creation, 3nd Week. 1dffb3bbed55ec134f79ae8a484ceb51Divine orders , Era of creation, 3nd Week. Diagramma-chakra-kundalini


Size: About 1,5 - 2 meters in height.
Lifespan: 70 - 90 years.
Senses: The usual 5 senses.
Diet type: Omnivorous.
Habitat: They prefer warm climates. They can't live in icy places.
Reproduction: Male impregnates the female.
Society: Airdominers live in large groups. The council of the elders takes all the big decisions about the future of the tribe.
Their big purpose in life is to find nirvana, leave their mortal body and transcend into greater beings.


Template & Traits:

Custom: 20

Magic User +5 Being elemental creatures based on the element of air, makes them have a better understanding and complete knowledge of the ways of air magic.
Approachable +2 Their harmonic way of living makes them very friendly.
Mental Ability Aptitude +3 With meditation they are able to use more efficient their minds.

Pacifist -2 They prefere to live in harmony with everyone.
Elemental Vuln. Ice -2 The way their body is build is without any fat at all so they may die without the right preperations.
No sense of fear -3 They want to learn more of this world so they are really curious.

Total cost: 23 points
Aura
Aura

Join date : 2017-09-03
Location : Everywhere

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Post by Isilo Sat Sep 30, 2017 9:16 pm

Tile 3816
Crate: sentient race
Name: Navajo
Appearance: humanoids
Size: 1,50-1,80m
Lifespan: 100-120 year
Senses: Τhe usual 5 senses.
Diet type: Omnivorous
Habitat: Mediterranean climate
Reproduction: Male impregnates the female.
Society:  The tribe is lead but the most accepted chieftain. They have a close bond with animals as they believe that my divine spirit inhabits them and each one of them is protected by an animal species. This specific race attributs their indvidual characteristics (flight) to flying creatures of nature (pidgeons, eagles, peacocks,...) and usually choose to coexist with one such (companion). They will hunt and kill only for the need of sustenance.

Divine orders , Era of creation, 3nd Week. Fly_in15
Divine orders , Era of creation, 3nd Week. Fly_in17


Traits
+4 Low mortality : Strong immune system protects them from poison and illnesses
+3 Fly: They can unfold wings and fly.
+0 Animal Magnetism: The reace emits a natural scent that is recognized by animals as something freindly. Animals seek them without fear.
+2 Darkvision: They can watch and observe in total darkness much like nocturnal avians.
+3 Nomad: There is no need to settle in one place when you can fly all over the world.
-4 Magical Ability Deficit: There is no magic. The animal spirits will grant you strength.
Total cost: 28 points
Isilo
Isilo

Join date : 2017-09-03

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Post by Gear Sun Oct 01, 2017 9:57 am

Create Sentient race: Tile 3211
Name: Shins
Appearance:  Humanoid.
Divine orders , Era of creation, 3nd Week. Oenopion_ooze_crafter_by_alradeck-d7lv69w

Divine orders , Era of creation, 3nd Week. Artisan_crafter_by_angieblues-d6sy0h9

Nothing special in particular about them on first look about their anatomy.

Size: 1.60 - 2.00 meters
Lifespan: Normal, 50-100 years
Senses: The basic 5 senses.

Society: Their society revolves around the fact that the law of no-violence is hard-coded in them, so that even the slightest expression of violence, even a single punch, will hurt them tenfold. Murder is of course sure to kill them first. Instead, they solve their differences through games and crafting competition. When those differences can't be solved, let's say that they can also use curses on their crafted items as well, since it would not constitute an act of violence that way. Their crafts culture are most revolved around sculptures. There are two casts in their community, sculptors and inventors. They don't hate each other, most like, there is a relationship of synergy. Sulptors give enchanted art to the inventors and the latter help them with various issues as well.

Mating: Like all humans.

Template and Traits:
Humanoid, 20 pts
True believer. Shins devote and follow their god's beliefs and dogma to the end, especially because his dogma is not really that demanding. They enjoy their god's bounties and will not be swayed by any other god easily. (5 pts)
Physical, Mental and magical ability aptitude. Due to their lifestyle as craftstmen and crastswomen, they need to be strong, highly intelligent and when circumstances require it, they need to be able to use basic magic, even the ones who are not interested in magic in the least. They also use magic to bind and enchant their creations and sculptures. (4+3+2=9pts)
Magic user. As said above, they have to be able to use basic magic even the most common people for crafting reasons. (5 pts)
Adaptive learning. Well, you can't be much of an inventor if you cant learn easily new things, can you? (3 pts)

Pacifist. The mere thought of going to war would mean their demise. They will die first even before attacking the enemy. (-2 pts)
Trouble makers. The no violence rule lead them in a way to be huge pranksters with their crafts and simple magic. At their festivals, it's chaos. (-2)
No sense of fear. They know that no sentient enemy will harm them, but the core of their problem is again, themselves. They tend to go overboard with their enchantments and their creations. Mutilations and deaths are uncommon, but not impossible, when they go all out on their creativity. (-3)

Total cost: 35 pts.
Gear
Gear

Join date : 2017-09-26
Location : Inside the creations

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Post by Machiavelcro Sun Oct 01, 2017 12:04 pm

Divine orders , Era of creation, 3nd Week. 19045434505c7bc91b20ab6024519f51--character-ideas-character-conceptDivine orders , Era of creation, 3nd Week. D0b1e56b7b83f83a2a08a205c0727e3f--character-concept-character-art
Create Sentient Race, tile 4935

Name: Khaeldin
Appearance: Human, usually covered in arctic bear skins
Size: 2-2.4 meters tall
Lifespan: 45-60 years old
Senses: Normal 5 senses
Diet type: Fish and Meat mainly, will consume vegetable matter if no other source of food is available
Habitat: The polar regions, where they wander as a nomad tribe
Reproduction: Male impregnates female, culturally obsessed with having kids as having a large number of children is seen as a symbol of status. Gestation is on average 6 months long, twins are a common occurrence in this race. On average 5 kids every 2 years, from 16 till 40.
The women of this race do not change their lifestyle in any way until they are on their 4th month of pregnancy.

Society:

Tribal in nature, the whole tribe travels as one. 3 great hunts dictate where they travel. They hunt the giant elk in spring (randomly tiles 5135,5235 or 5324), the musk oxen in summer (randomly tiles 5237,5336 or 5236) and the silver skinned seal in autumn (sequentially tiles 5036,4935,4835 and 4734). In winter the Khaeldin do what whatever it takes to ensure the survival of their tribe.. They might trade with other races, offering the skins of their hunts for food, weapons and a specific type of mushroom that grows in caves, they might venture further south than what they would normally feel inclined to do in search for new prey or... they might raid another race and take what they need for the winter.

While not being of a warmongering disposition they will never back down from a good fight or challenge. In fact it is a pretty normal state for any individual to disregard their own safety while chasing the Adrenalin rush. Diving off cliffs, engaging in single handed combat with a particularly large bear, racing down frozen rivers on seal skin sleds or the all time classic: Waiting until the chief visits the favoured paramour or when walking out of the camp to answer nature's call, to then steal the skins and axe that signal the rank, proceeding to run circles around the camp screaming praises to themselves for it and bringing out the whole tribe to watch.

Naturally the chieftain cannot at that point let this pass, and a ritualistic buck naked fight ensues until either of them submits (a shameful act in their eyes) or succumbs. A chieftain defeated in this way, witnessed by the whole tribe, will lose his rank and whomever defeats him will then proceed to take it up.



Templates & Traits:

Humanoid : 20 points

Physical Ability Aptitude: 2 points - This race's constitution is naturally inclined to favour muscle and size. Their constant motion due to their disposition to seek thrills and their mostly protein based diet ensures that these individuals are strong and fit well on unto their last years.

Brave: 1 point - A few things can elevate the status of an individual in the tribe. Their fertility, their skill as a hunter and their unwavering stance when faced with any situation that would make most sentient creatures back down. Be it battle or being faced with a situation that they cannot comprehend, these people will always take a step forward without hesitation.

Nomad: 3 points - To the Khaeldin settling down in a single place would never be an option. Their whole culture is shaped around their Hunts and their Feats, travelling the land to find both nourishment and the challenges laid our by their god.

Mental ability deficit: -3 points - They do not stop to think, to ponder, to dwell on the past. Their ways are the ways of instinct, action and blind belief that their fate is already written.

Trouble Makers: -2 points - Being mischievous is their natural reaction to boredom, which can happen quite often when everything around you is nothing but snow. Fights, scraps, pranks, drunken defamation of the virility of those around them, life around them is a constant cacophony of noise and activity.

High Fertility: 4 points - The explosive combination of thrill seeking, placing a high value on the number of offspring and huge hormonal bursts when their adrenaline is high makes this race very sexually active.

Tracking:  2 points - This is the one skill that is essential for their survival. When it comes to hunting, being able to tell how long ago a herd passed by, how large it was and if the alpha walks at the front of the herd of the back is something they pick up from their tender years. Less common but equally as useful is knowing how to disguise their own tracks.

No sense of fear: -3 points - Their less than sharp mental predisposition, their constant seeking of challenges and thrills, their unbreakable belief that their fate is completely determined since birth and their need to show how brave they are leads them to frequent dangerous if sometimes deadly situations. It is very uncommon for an individual to be unscarred or lacking in some way a visible mark by a prior event in their life.

Total points: 24
Machiavelcro
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Join date : 2017-09-09

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Post by Orabelle Sun Oct 01, 2017 3:56 pm

Non sentient. Tiles 5130 &
1629


Divine orders , Era of creation, 3nd Week. Tumblr_na1hwulIKf1ql5v0go1_500

Name: Ticks
Appearance: Tiny humanoids bodies and heads that vary from each other's
Size: 8 - 10 inches
Lifespan: 10 years
Senses: They only have Lifesense
Diet type: They are in no need of food
Habitat: They stay in the same place they were born

Reproduction: Every time a sentient life form, having heard of Tick's sound, dies - a part of it's life is being born as a tick at the place of death. Every Tick more than 8 years old  moves to the closest sentient life form with sole purpose to be heard

Society: Ticks are being born as a memory of someone life. Every night Ticks make cricket like - sounds by nodding their heads. They do not communicate by any means nor with their species nor with anyone else.

Traits:
Out of the list: Ticks have no meat or any nutritional element to be eaten for, either way their bodies are ethereal.
Immovable: Ticks cannot move until they become at least 8 years old. They stay exactly were they were born. They can only be transferred by forms with magic abilities before that time.
Memory sense: Since they are made of last life's memory, every time it's killer specie gets close to the spot of death Tick gets louder and more intense.
Orabelle
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Divine orders , Era of creation, 3nd Week. Empty Re: Divine orders , Era of creation, 3nd Week.

Post by Guest Sun Oct 01, 2017 5:57 pm

Tiles:5608
Children of the Sun and the Moon: Warrior caste
Appearance:Males and females of this race appear Humanoid but have certain characteristics and powers based on their caste and the light of the Sun and the Moon.
Divine orders , Era of creation, 3nd Week. Audac_10

Size: 168.7 cm (5' 6.4")-184.8 cm (6' 0.8")
Lifespan: 60-100 years
Senses: They have the usual 5 senses
Diet type: Omnivorous.
Habitat: Can live almost anywhere but they prefer to live near food and water resources.
Reproduction: This caste are males only but can reproduce with the females of other castes.
Male impregnates the female , they can have from 1-5 children per pregnancy and they are one of the few humanoid species that can have Quintuplets (female and male twins have some common characteristics but hey are always different castes) they reach sexual maturity at 14-15.
Society: The children of the Sun and the Moon have a caste based society , the base characteristic is that the castes are gender based and have different abilities and skills .They are well organized and very protective of their young for them family comes first, even after they grow they tend leave nearby their relatives.

Template & Traits:
Humanoid: 20 points


Default traits:
Strong Willed +2:They have an unfathomable will to defy even the influence of the gods.
High Fertility +4:They are active all year all the time Niarrr.
Warmonger+3:You want it?Come and get it!!
Tactical Mind+2: As it is to be expected they excel on all things related to war from martial arts to strategy and tactics.
Nomad +3 :They have excellent military training and can pack their supplies for a skirmish at any time.
+14 total.

Negative traits
Magical Ability Deficit -4; Dump Magic -5: They are not very good at it , actually they are not good wit it at all , they might never learn to wield magic in their entire lives.
Short Tempered -2; Proud -1;No sense of fear -3:They are a fighting caste so pride and short temper is to be expected also their abilities make them cocky and daredevils.
Glutonous and Greedy-3: As a warrior cast they tend to drink and eat a lot , tomorrow may never come so why not enjoy life today?
Territorial -2:To be expected since they are protective of their children and families.
-20 total

Bonus:Love - Art -1(Domain bonus) :All "Fertility Traits" costs or award 1 points less.

Children of the Sun and the Moon supernatural traits: Castes of this Race gain amazing abilities under the light of the Sun and the Moon

Day:Sunlight Dependency;-4(Magical Resistance +4;Physical Ability Aptitude +2;):During the Sunlight they gain the ability to resist magic and gain extraordinary physical prowess.

Night:Moonlight Dependency;-4 (Hive Mind +5; Brave+1;) : During the Moonlight they gain the ability communicate via a telepathic link and act as one solid fearsome organism that can perform military and other task to perfection , due to this condition they no longer feel fear.
+4 total

20+14-20-1+4=(17 points total)

Divine orders , Era of creation, 3nd Week. Carlne10
Divine orders , Era of creation, 3nd Week. 427bb410

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Post by Guest Sun Oct 01, 2017 6:01 pm

Tiles:5608
Children of the Sun and the Moon: Amazon caste
Appearance:Males and females of this race appear Humanoid but have certain characteristics and powers based on their caste and the light of the Sun and the Moon.
Divine orders , Era of creation, 3nd Week. Dragon10

Size: 168.7 cm (5' 6.4")-184.8 cm (6' 0.8")
Lifespan: 60-100 years
Senses: They have the usual 5 senses
Diet type: Omnivorous.
Habitat: Can live almost anywhere but they prefer to live near food and water resources.
Reproduction: This caste are females only but can reproduce males of other castes.
Male impregnates the female , they can have from 1-5 children per pregnancy and they are one of the few humanoid species that can have Quintuplets (female and male twins have some common characteristics but hey are always different castes) they reach sexual maturity at 14-15.
Society: The children of the Sun and the Moon have a caste based society , the base characteristic is that the castes are gender based and have different abilities and skills .They are well organized and very protective of their young for them family comes first, even after they grow they tend leave nearby their relatives.

Template & Traits:
Humanoid: 20 points


Default traits:
Strong Willed +2:They have an unfathomable will to defy even the influence of the gods.
High Fertility +4:They are active all year all the time Niarrr.
Resiliency +2:They can survive many hazards and diseases .
Skilled(Hunting) +2,Skilled(Fishing) +2: As it is to be expected they excel on hunting and fishing they prefer to hunt during the night were they can shape change into lioness.
Animal magnetism +1: Since they are closer to nature the have a natural affinity with it.
+13 total.

Negative traits
Magical Ability Deficit -4;Magical Vulnerability -4; Dump Magic -5: Magic affects them greatly and they are not very good at it , actually they are not good wit it at all , they might never learn to wield magic in their entire lives.
Short Tempered -2; Proud -1;No sense of fear -3:They are a fighting caste so pride and short temper is to be expected also their abilities make them cocky and daredevils.
Territorial -2:To be expected since they are protective of their children and families.
-21 total

Bonus:Love - Art -1(Domain bonus) :All "Fertility Traits" costs or award 1 points less.

Children of the Sun and the Moon supernatural traits: Castes of this Race gain amazing abilities under the light of the Sun and the Moon

Day:Sunlight Dependency;-4 (Regeneration +4; Berserk +2;):During the Sunlight they gain the ability to heal their wound and regenerate limbs also they can get into frenzy during battle and gain supernatural strength.
Night:Moonlight Dependency;-4 (Change Shape +3; Natural Armor 3 +3;) : During the Moonlight they gain the ability to change into fearsome Lioness and gain a supernatural thick skin.

+4 total

20+13-21-1+4=(15 poits total)

Divine orders , Era of creation, 3nd Week. 6ca78110
Divine orders , Era of creation, 3nd Week. 5468f710
Divine orders , Era of creation, 3nd Week. Amazon10
Divine orders , Era of creation, 3nd Week. 8623d510

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Post by Freya Sun Oct 01, 2017 6:25 pm

Create Sentient Race, tile 1730

Race Name:Nymphs
Appearance: They are like humans with exotic beauty
Size: 1,60- 1,80
Lifespan: 55-85 years
Senses: The usual five
Diet type: omnivore
Habitat: Forests or plains ussualy near fresh water.
Reproduction: Sexual reproduction.
Society: They strongly believe in personal freedom, they love to dance and sing and make new friends.
Template & Traits:



High Fertility +4; Sex is great reason to be happy, and they are always happy.
Diplomatic Prowess +1; They love to make new friends , and they use their charm to approach them.
Approachable +2;
Low mortality +4 , They  eat healthy and they avoid fights , good reasons to stay alive longer.
Majestic Appearance +2; Their beauty is beyond measure.
Animal Magnetism +1; Creatures of the forest are charmed by their beauty and they love be around them.
Elemental Vulnerability -2; (Fire)
Elemental Vulnerability -2; ( Acid)
Magical Vulnerability -4;
Pacifist -2; They hate war and fights.
Magical Ability Deficit -4;

Total 21 points.

Divine orders , Era of creation, 3nd Week. 520a3172b46f39cc922a60337083fd04--fresh-water-water-nymphs

Divine orders , Era of creation, 3nd Week. 37f209016b4932576c3bab5b9328580a
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Post by Nergal Sun Oct 01, 2017 7:03 pm

Name: Ursines

Create Sentient Race, Tile 4517

Apperance: Ursines stand 3 - 3.5 meters tall. Bears with a human mind, and soul. Their fur can be of many colours, variating from black to brown yet sometimes more Northern Ursines can be seen wearing white fur. They have a pair of sharp claws accompanied by a strong bite. They stand on their feet, but can be seen running on all four legs.

Divine orders , Era of creation, 3nd Week. WWw2ZFM
Divine orders , Era of creation, 3nd Week. Ursine_warrior_and_cub_by_sandara-d4wn6ou

Size: 3 to 3.5 meters tall

Lifespan: 50-60

Diet: Omnivorous

Senses: The have the usual 5 senses, although they have a sharp nose, and can see in darkness.

Habitat: They are adaptive, and can live in lots of different habitats.

Reproduce: Male impregnates the female.

Society: Ursines are curious creatures, the like experiencing new things, and discovering new lands. Their society runs on a Monarchy, their leader is chosen through the means of hand to hand combat. Their culture is based in the art of war in which thei younglings are raised. When the younglings come of age, they fight their fathers, and if they fail to land a blow they are exiled into the wilderness to prove themselves worthy of their Ursine heritage. Their food supplies comes from fishing, hunting, gathering herbs and often from raids. They love pillaging their enemies, claiming their lands and their possessions. Betrayal or doubt towards their King or God is punished with death.

Template:
Monstrous Humanoid 22 points
Resiliency: Their harsh way of living has made them more resilient.
Natural Armor(light):Their thick skin protects them from blows that could potentially be fatal.
Unfriendly: They are unfriendly towards strangers.
Darkvision: They are blessed with a pair of eyes that can see in darkness.

Traits:
Strong Willed (+2 points): They know who their creator is and they are grateful and faithful to Him.
Berserk (+2 points): They are ferocious when they enter the heat of battle.
Warmonger (+3 points): When they are at war they honor their culture and their beliefs, therefore they feel like "Home".
Natural attack(bite) (+1 point): Sharp teeth.
Natural attack(claws)(+1 point): Sharp claws.
Physical ability aptitude(+2 points): Their bear muscles and animal insticts help them accomplish their goals.
Hightened sense (nose) (+1 point): They have a sharp nose.
Brave (+1 point): They are brave and have trust in their God.
Magical Resistance (+4 point): Their blood has some magic in it that protects them against the arcane arts.


Flaws:
Eccentric palette (-2 points): They have to eat their very first kill in battle for the sake of their beliefs.
Proud (-1 point ): They are a proud race and they don't take jokes about their culture very lightly.
Short tempered (-2 points): They are annoyed pretty easily.

Total point cost: 34
Nergal
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Post by Lexandra Sun Oct 01, 2017 7:10 pm

Tile: 1716
Name: Time Benders

Appearance: Humanoids, surrounded by a magical aura.

Divine orders , Era of creation, 3nd Week. Zilean11

Size: About 1,75 - 1,82 meters in height.

Lifespan: 150 – 200 years

Senses: They have the usually five senses.

Diet Type: They are Omnivorous.

Habitat: They live near forests, mountains and areas with great water supply.

Reproduction: Sexual reproduction, once per year. They have 1 to 5 children in their life. They are monogamous but their inventions are above a big family. They mostly mate to ensure the survival of the race.

Society: Consists of men and women. They like experimenting with their powers and create their own inventions.  

They are a closed society and it's difficult for outsiders to be assimilated. They would accept only races with the same intellect and knowledge to experiment on magic and inventions.

There is always diplomacy for those who want to approach Time Benders. They want to have good relationships with neighbours for trading purposes.

Traits:

Positive traits:

Mental Ability Aptitude: Their intellect is such that they always try to find solutions, evolve their ways and strengthen their magic.  (+ 3)

Strong Willed: They feel that their abilities are divine gifts and this strengthens their faith. (+ 2)

Diplomatic prowes: They are capable in diplomacy and negotiation, enough to persuade even the most quirky creature. (+ 2)

Magic User: They can slightly manipulate time either by slowing or by hastening it. (+5)

Regeneration: Magic in them can heal wounds and injuries. Ice or Acid can slow down this process. (+ 4)

Prophetic Ability: They can foresee dangers before happening. (+ 4) ( -1 Time).

Tactical mind: Their perception and understanding allows them to fabricate strategic plans against their opponents. (+2)


Negative traits:

Low Fertility: Creating a family with numerous family members is not their priority.(- 4)

Short Tempered: They have poor tolerance to interference. They lose their temper when others do not respect their private space and waste their time. (- 2)

Proud: They are proud people. Every challenge is an opportunity to proove their worth. Offending their work or accomplishment drives them to become cynical and hostile. (- 1)

Gloutonus & Greedy: Everything they do has a goal. To earn more! And they will always work towards this goal. (- 3)

Elemental Vulnerability: Acid. (- 2)
Elemental Vulnerability: Ice. (- 2)

Territorial: Their society is a closed one. Their work is their own and they are overprotective of it, and since their work is in their land, they don't like strangers wandering unsupervised in their lands. They will trade with others but the know how will be protected at all cost. (- 2)

Total Cost: 26 points

Divine orders , Era of creation, 3nd Week. League11

Divine orders , Era of creation, 3nd Week. Ryze_111
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Post by Atlas Sun Oct 01, 2017 7:13 pm

Create Sentient Race. Tile 4819

Name: Ogres
Appearance: Big muscular and tough skinned
Divine orders , Era of creation, 3nd Week. 05926f10
Size: 5 - 6 m
Lifespan: 120-150 years
Senses: The usual 5 senses
Diet type: Omnivorous
Habitat: Plains and forests with big game and good food suply
Reproduction: Male impregnates the female.
Society: They live a simple life. They are ruled by the one who can lead and they defend what they claim as theirs. Combat is part of their life but they don't live to fight.

Template & Traits:
Monstrous Humanoid 22
Resiliency: They are tolerant to poisons and infections.
Natural Armor (Light)
Unfriendly: They see outsiders as a threat. One needs to earn their trust in order to befriend them.
Darkvision: Their vision is such that they can see in the darkness.
Low Mortality: It's hard for them to kick the bucket. +4
Large +3
Regeneration: They can regenerate body tissue. They can even regrow lost limbs, but it takes time. The regenerating process can me stopped if they are wounded by acid.  +4
Berserk: Though they don't like combat. When the time for a fight comes, they fight like there is no tomorrow. +2
Physical Ability Aptitude: They have a great muscular build. +2 (-1 domain);
Natural armour (medium): their skin is not easy to be penetrated. (template upgrade)+1
Magical Resistance: They are tough and stubborn enough to resist magical effects. +4
Strong Willed: They are not easy to succumb to other god's influence. +2
Brave: Once they made their mind, it's very hard to change it. Intimidation and conversion attempts are harder to succeed.  +1

Proud: They do not have a good reaction to insults and challenges. -1
Petty Appearance: They are not a pretty race -2
Territorial: What is theirs it was claimed with sweat and blood. They will spill blood and sweat again to keep it theirs. -2
Short Tempered: They don't like annoying disturbances. And they will react to that.  -2
No sense of Fear: Few things can hurt them and this is a reason to underestimate dangers. -3
Elemental Vulnerability (acid) -2
Elemental Vulnerability (Ice) -2
Eccentric Palette: They like tasty creatures, whatever these creatures might be. -2
Mental Ability Deficit: they are not really smart -3

Total 25 points
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Divine orders , Era of creation, 3nd Week. Empty Fuccubus

Post by Nox Sun Oct 01, 2017 7:46 pm

Fuccubus

Divine orders , Era of creation, 3nd Week. Incubu13


Sentient Race: Tile 1928
Name: Fuccubus
Appearance: They look like humanoid although they are very charming and attractive in their appearance (in order to allure any victim). The have dark wings (with feathers or bat-like) which they can hide. They have the ability to fly but they usually use it when they have a scheme or in a need of hunting. They are extremely humanlike and commonly posses ilusion magic to fool and seduce their prey. They occasionally feed on the sentiments of other species to increase their own lifespan, which can reach thousands of year.

Size: About 1,6-2 meters in height.
Lifespan: 100 - 250 years.
Senses: They have five senses plus the ability to sense human feelings.
Diet type: Omnivorous. With an inclination to carnal desires (of all kinds). Whenever there is no food, the can feed on other species' emotions, especially negative or sexual emotions.
Habitat: They can really live everywhere, although they prefer close to other species, despite their unfriendship.
Reproduction: Male impregnates the female. They can also breed offsprings by other humanoid species. The mane problem is that they can produce often and this makes them very protective to their youngs.
Society: Each Fuccubus prefers to act (and hunt) on his/her own. Althoung they can collaborate in a bigger scheme for a purpose. They are very protective of their young and their hunting grounds.

Template & Traits:
Monstrous Humanoid: 22 points
Majestic Apperance +2 (beauty and grace)
Tactical Mind +2 (very sneaking and foxy)
Magic User +5 (ability to feed with the energy and sentiments of other species, especially sexual or negative sentiments)
Fly +3
Low Mortality +4
Heightened Sense +1 (they can feel other's sentiments and deepest desires)
Stronf Willed +2 (despite their immorality, sometimes have a very strong will and it's difficult to change their mind)
Resiliency  (they can live in difficult places althouth they prefer high places because of their ability to fly. Moreover, although they look almost naked, they have a great recistance to both coldness and hotness)
Natural Armor  (they have strong skin, difficult to be harmed and they can live as well in very high as low temperatures)
Darkvision  (they can see very well in darkness and to allure their victims in dark places)

Immoral -3 (they are not famous for their morality as their master as well)
Eccentric Palette -2 (they can eat almost everything)
Low fertility -4 (offsprings are hard to bear and taken very carefully)
Unfriendly (they don't like strangers or other tribes or sometimes other fuccubus)

Total cost: 32 points


Divine orders , Era of creation, 3nd Week. Incubu15
Divine orders , Era of creation, 3nd Week. Dark_w12
Divine orders , Era of creation, 3nd Week. Succub13
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Post by Yog-Sothoth Sun Oct 01, 2017 9:09 pm

Sentient Creature

Great Elder One

5728

Appearance/Physiology: They are colossal creatures with tentacle-covered faces and huge bat-like leathery wings. Their bodies’ chaotic physiology can’t seem to decide whether to survive on air or water. So they survive on both.

Diet: Omnivorous, with a preference of freshly ripped crunchy skulls. They are just like nougat! (Crunchy skull on the outside, soft brain on the inside)

Habitat: Land, Air, Water. Doesn't matter as long as their physiologies can be supported (no extreme temperatures)

Reproduction: Chaotic energies surround the Great Elder Ones when they are lurking in the deep. When in the deep dark waters of the ocean, entropic energies corrupt their surroundings causing rifts to gradually open. Once the rifts are fully opened pure chaos invades this world causing a new Great Elder One to take form. Once the creature has entered the world the rift closes consuming the surrounding corruption.

Lifespan: Fucking Long (200)

Society: Great Elder Ones have a keen understanding of war. Chaotic energies grant them insight on how to tactically attack an enemy. Once the battle starts however they lose themselves in devastating frenzies. They are usually lead by a council of even greater Great Elder Ones.
Divine orders , Era of creation, 3nd Week. 81c8696e728ceea1852d667ff2140e58

Resiliency; Afflictions of the flesh do not hinder them. Poisons and diseases affect them less than normal.
Natural Armor (Light); Thicker skin protects them from the pressure of the deep. It also protects them from physical harm.
Unfriendly; Well they are not friendly, sooo…
Darkvision; Light does reach the Deep and yet they see perfectly.
Huge +5; Now, that’s an understatement…
Fly +3; The wings are not cosmetic
No sense of fear -3; Why would they fear puny creatures?
Regeneration +4; Physical attacks that manage to penetrate their skin do not last long. They are VERY hard to kill,unless some silver touches the wounds.
Territorial -2; Huge size means huge personal space.
Berserk +2; Smarter, stronger, baddaser. They feel no pain in the meantime, but who cares when they are crushing your skull with one hand.
Lunacy -2; Whispering madness. Sometimes the voices whisper. Sometimes they scream and when they scream you obey. Kill a virgin, eat a brain, slash a painting. Doesn’t matter what as long as you spread the chaos. If the madness lasts more than 24 hours see a doctor. The madness seems to reach its peak on the first day of every season.
Warmonger +3; They were not built for peace and they know it.
Tactical Mind +2; Chaotic energies grant them insight on strategical moves.
Short Tempered -2; Do not make me angry! Just kidding, I am always angry.
Physical Ability Aptitude +2; Do not let their appearance fool you they are even stronger than they look (if that’s even possible…)
Petty Appearance -2; They ugly
Amphibious +3; Air or water, it doesn’t matter. They survive on both.
Proud -1; Do not insult their mothers
Natural Attack +1; Does stomping puny creatures under their feet count? No? Well, tentacles!
Eccentric Palette -2; Mushy Brains mmhhhmmmm
Fall from Grace -5; The pure entropy coursing through their veins hinders any attempt to affect them with godly miracles.

Cost 28
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Post by Azeria Sun Oct 01, 2017 10:41 pm


Sentient Race
Tile 4115

Kodama
Divine orders , Era of creation, 3nd Week. Bc06e710

Appearance:
A large tree-like creature with a sphere at its core.
The large crystal core is the essence of the Kodama, their heart and soul barred for the world to see.
As they grow up, the core will slowly change color from a light yellow green, to green, to blue and finally a dark purple at which point it signals the start of the decay and the end of a treefolks lifespan.
The core will lose its brightness and color at its death, becoming a large grey round rock.
Surrounding the core is their body, a plant made out of the plant they originated from on their birth, large and bulk it encompasses their entire being.
On top of the body a beautiful bush is the mane of the tree-folk, on it rest an amazing amount of flowers showing its origin and health.
Out of the bush-like mane, a totem-like head peeks out and from within, their very own soul and energy can be seen through two sockets, peering into the world of the creators.
Finally a tail in the form of a single flower can be seen from their lower backside.

Size:
They grow constantly depending on their age, an adult that just came of age is 2 meters tall and an adult reaching its peak is 5m tall.

Lifespan:
They come of age at the age of 20, most tree-folk live up to 150 years old, though with some rare cases, up to 200.

Senses:
All senses are driven though their core, they can see using the energy peeking through the sockets on their head, however they can hear, feel and taste from their entire body, though at the same level as other basic sentient lifeforms.

Diet type:
Through a particular process used by common plants in the world, they absorb moisture, water and various essence particles into their core, then using the energy of light and aether in the world, they transform that energy into life essence, used to sustain and grow the tree-folk.
The energy transformation process is done passively by the Kodama, throughout the day and night and they have the ability to store large amounts of water and life essence inside them for a short period of time (a few days, depending on their size).
As a byproduct of the particles and water transformed, they exhume air from their bodies a few times per day, cleansing and purifying the air around them.

Habitat:
Forests, tundra and large flower fields, with moist climates and near water sources.

Reproduction:
"The Golden Dance."
Every full moon, as long as the skies are clear enough for the moonlight to shine upon them, the Kodama will dance the entire night under the light, absorbing as much of the light as possible. While they undergo this process, pollen from their flowers will fly off from them, surrounding the area in which they dance. As they dance amidst the beautiful golden mist under the moonlight, they will produce a small crystal core from the flower on their tail.
After a months’ time, that crystal core will slowly grow up in size and the tree-folk can then place that core on a vegetation patch, be it a tree, a small flower field or a bush, where the crystal core will take root and slowly absorb a small part of the vegetation around it.
Another month later the crystal core will become a sapling, bearing resemblance to the vegetation it was rooted in.
The Kodama that gave birth to the small crystal core, will be unable to produce another one for a month after removing the core from its tail.

Society:
The Kodama is a tight society with great focus on their community. They see themselves as an entire family and every decision and problem of a single member is discussed with all of them. The Head of the family is the oldest and wisest of them all, it is responsible for gathering the Kodama, appointing other old trees as small heads of various regions and advising the rest of the family on the matters at hand.
They are very caring with their small saplings and the decision of where to grow the next generation as well as protect it is everything for them. The entire reproduction process is a festival, a celebration of life itself and Kodama that are unable to reproduce, will still perform the “Golden Dance” among their family member to encourage them and honor them.
In general Kodama are very welcoming of other races and hold great respect over all forms of life, as long as they do the same. Lifeforms that seek the destruction of life or hold no respect of it (even their own), is seen as something repulsive. They will protect their allies as well as they would do their own and keep the disrespectful ones at bay.

Template & Traits:

Regeneration [+4]
Even if a Kodama is pierced, cut or burned, their core will regenerate their body to its former state.
The only way to truly kill a treefolk is to shatter its core surrounded by flames, or expose it to extremely high temperatures (e.g. lava).

Large [+3]
As they grow up they become larger and larger, rivaling their primitive trees in size.

True Believer [+5]
Their faith on the Gods is unwavering, they understand that everything, from their creation to their sustainability and the birth of the next generation is a blessing from the Gods and they are extremely proud and thankful for it.

Dump Magic [-5]
Kodama are unable to use magic.

Physical Aptitude [+2]
They are large and powerful creatures, their strength can shatter rocks with ease.

Approachable [+2]
They are friendly to almost all lifeforms as long as they respect life and one another.

Natural Attack [+1]
Their large tree-like arms are very strong and tough and a single strike can cause serious lacerations as well as knock a creature back (depending on their size of course).

Elemental Vulnerability (Fire) [-2]
As the largest part of their existence is made out of trees and plants, they are extremely vulnerable to fire.

Elemental Dependency (Water) [-5]
Their diet is dependent on it and without it, they will rot and perish. Thought they can store amount of it in their core, they will still need to replenish that.

Sunlight Dependency (Low Mortality [+4], Natural Armor [+3])
Kodama are sturdy creatures, they can purify the water and air around them, and will have no problem sustaining themselves and keeping healthy as long as there is water and sunlight. Even without water, they can absorb some moisture from their surroundings to keep themselves sustained, however without sunlight, the Kodama are ultimately unable to produce life essence and will eventually start to rot if their reserves are depleted.

Moonlight Dependency (High Fertility [+4] ,Majestic Appearance [+2], Animal Magnetism [+1])
Kodama are able to reproduce very often and as their young cores are detached from them very soon in the birthing process, they can reproduce at an extremely fast rate. However that is completely dependent on moonlight. If a storm is covering the skies during the full moon, no matter how much they dance and how beautiful their gold mist will be, the end result will be that no core will be created that day.
Regardless of reproducing or not, their "Golden Dance" is a sight to behold and one cannot simply avert his gaze from it, even wild animals are attracted by their dance and they will stay and watch quietly as they witness the miracle of life under the moonlight.

Points:
31
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