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Divine orders , Era of creation, 5th Week.

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Aura
Lexandra
Atlas
Nyeroth
Phlegethon
Amano
Orabelle
Yog-Sothoth
Gear
Isilo
Chloris
Caranthir
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Divine orders , Era of creation, 5th Week. Empty Divine orders , Era of creation, 5th Week.

Post by Caranthir Mon Oct 09, 2017 1:05 pm

Last week , last chance to create something during this era. Until Sunday as usual.
Caranthir
Caranthir
Weaver of Stories

Join date : 2017-09-01

http://www.xnxx.com

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Post by Chloris Mon Oct 09, 2017 1:47 pm

Sentient race:Custom Fey                                                                           Tile 1316

Name: Pictsies or otherwise known as the Wee Free men

Appearance: They all have bright red hair and blue or green eyes. They are born with the classic white skin but due to their strange growing methods, their skin is tinted blue with various patterns like tattoos. They all look alike and have only slight differences that only a trained eye can spot. If you ask them, they'll say they're all unique and that they see no resemblance but with their relatives. They are not what someone would call a beautiful or fair race but noone can deny that they have a certain charm.
Divine orders , Era of creation, 5th Week. 57abe710

Size: 5 to 10 inches tops!

Lifespan: 30-40 years. 0-1 baby- toddler , 2-3 childhood, 4-25 teens for men / 4-8 teens for women 9-24 adulthood for women , 25+ old age

Senses: nothing special

Diet type: They eat seeds, roots, greens and anything stolen or as they say " rightfully claimed by unattending owners". They can consume anything really from raw meat to moldy cheese, as long as it's stolen. The most important part of their diet though is pollen of any kind.

Habitat: They can live in any place they can find fresh water and plants of any kind.

Reproduction: the women carry 2-3 tiny babies at a time in the Spring. Thing is... they have soooo much to do that they cannot carry the babies for the whole pregnancy that lasts at least 4 WEEKS!!! 5 for the boys... they like it in there... So after a week of pregnancy the women come to labor and the little babies are put in nutshells (or other similar vassals) covered by pollen and nectar that serve as nutrients for the babies' growth, and burried underground, usually between the deep roots of an old tree.
Generally they are monogamous because the women say so.

Society: Nature has brutal laws, follows order and rules. At the same time it needs chaos and it is well known that the most amazing things happen by chance and a twist of fate. This is how their society works. In general the wee free men have an inner need to take care of the plants around them. They make sure all plants are pollinated, they shoo away insects that destroy plants, clean from things that might harm the natural balance and sicken plants and animals. Oh! and hunt down pigeons because they are plain evil!

The women are smart and wise and they keep the order in their society and the plant world.  They are the council that leads the clans. On their 25th birtday women become Keldas, which means that they they automatically take a place on the council. For men to take place on the council , they have to be 25 years old, they need to prove themselves and go through a vote where only the old people have a right to vote. Still not many men bother to join in... that is why the very few that care enough to try and the ever fewer that manage to prove themselves, are highly respected and honoured.

The women take care of all that needs planning, organization and care, be it in their houses, their community or the forest. They keep the traditions that remind them of what needs to be done and when.

On the other hand men become Hooligans at the age of 4! They are the ones protecting the clans. They patrol and travel to discover nearby treasures for the tribe, they dig up halls to collect roots and do the heavy work. But since their attention span is that of a teenager, while fullfilling their duties, they end up drinking , fighting and stealing, alone or in various combinations. In a good fight, a Pictsy will take on all comers, fight his fellow Pictsies, with such enthusiasm that makes missing someone hazardous ("Crivens! I kicked meself in ma ain heid!"). Despite carrying swords, their preferred weapons are the boot and the head; this results in most Hooligans' noses being broken.

Crazy as it may sound, these random, wild and non-orderly acts, serve as the chaos factor for nature to create its magic. Seeds fall much further than they would. Birds travel in places they wouldn't normally, things that are hidden are revealed, new applications of materials are discovered, plants are grafted etc etc. There is something about their chaos that always falls into the right place concerning nature's needs. One could say that they were made to feel what nature asks of them and translate it to something fun and messy.

Generally there are many stories about the Pictsies. A story says that if you leave sixpence and an unshod horse at a certain Pictsy cairn overnight, then in the morning the coin will be gone, and you'll never see your horse again, either. Another says that if you leave a saucer of milk out for the pictsies they'll break into your house and take everything in the drinks cabinet.
Thankfully for the poor souls that end up victims of the Hooligans, the women, having full knowledge of their mens' doings, they always leave a gift behind that they think is equivalent to the stolen goods. In the previous examples you will get two large radishes for the sixpence but nothing for the horse. It was costly enough in manpower and time to move it so you ain't getting nothing for it! On the following example you will probably get honey and seeds of plants that can produce drinks (they'll be the good stuff, and probably better plants than the ones you've got!), so you can procuce more and there will be more to steal!
 Despite their criminal tendencies the Pictsies do possess some sense of honour. They see no sport in fighting the weak. They may take one cow from a man with a herd of fifty; however, they will not steal an old woman's only pig, or an old man's only pair of false teeth. They will let you sow the land that they were taking care of, even protect your crops, but they won't ask before harvesting part of them. Also, if they like you , they will do many of your chores and crafts, whether you want it or not, usually while you're asleep, and they will do a good job too! They'll still rob you though... Finally, don't hide what you cherrish! They'll feel challenged!

Positive and Negative Traits:
1)Animal Magnetism:
They have the ability to use all animals as mounts and animals are usually helpful. There's something about their voices, or maybe their heavy pronounciation that attracts the attention and sympathy of the animals. 1p.
Examples of pronounciation:"Crivens! Whut aboot us, ye daftie"

2)Magic resistance: They are so strong minded about their own version of the world that magic is disbelieved! The only magic in the world is the one that makes their women cook great food, always be right and never be ready in a minute!oh! and of course the magnificent magic power of their Goddess that brought them to be! 4p.

3)Skilled with plants 1p.

4)Mental Ability aptitude: The hunger of the women for good solutions to their everyday problems (mainly the ones that the men create), and the need of the men for more fun ways to play, steal and fight to protect what they most love, made these people good learners. They may have their own o-pi-ni-ons, but damn they can learn fast! 3p.


5)Skilled crafts: they like doing stuff and tools and "machines" make everything easier! 2p.

6) Brave: It's not the size that matters, it's how you use it!  1p.

7) Natural armor: The time that they spend in the nutshell is not in vain. Their skin is not just tainted blue, but it hardens as well, making them hard to injure. Also, as their head and their legs squeeze against the nutshell, they absorb part of the shell and get extra hard, making both their headknocks and their kicks something to remember, be you tiny, normal or even large! It also helps when you fall from great heights!   1p.

8)Diplomatic prowess: They are smart and they are cunning. They are trouble makers and they love making a fuzz! But they are honeytongued! You might be angry because they robbed you, but if you demand an explanation from them, or worse, your things back, you'll probably end up apologizing for the inconvinience and offering a gift of reconciliation. Part of their convincing charm is their unique pronounciation that leaves you wondering about many parts of the conversation but still convinces you that you made a good deal! (It is said that another tribe uses this technique, only they use a secret weapon called "le-gal terms"... they're called lawyers...) 2p.



1) Tiny -5p.

2) Troublemakers: Need I say more?  -2p.

3)Magic ability deficit: After all magic itself realizes the dangers of these wee fellas using its power!  
-4p
Chloris
Chloris
Vito Corleone

Join date : 2017-09-03

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Post by Isilo Fri Oct 13, 2017 9:28 am

Tile: 5130 - 4818
Race: Non-sentient Animal
Name: Isbear
Appearance: Black-Bear
Size: 2m
Lifespan: 30 years
Senses: like bear and darkvision
Diet type: fish, thick fruit, plants
Habitat: Forest and near to river
Reproduction: Male impregnates the female. 2 babies rarely 3
Society: They choose a partner. Being away from their partner can bring even death. They live a few deozen meters away. They are peaceful with the other races around them. The protect their homes and will not tolerate outsiders that don not inhabit the territory. Anything new is a foe and a threa. They can not survive capture. A few hours under captivity will result in death.

Divine orders , Era of creation, 5th Week. Fat_grizzly

This species has the bellow physical traits
Their fur's scent seconds as insect-repellent
Their skin is tough enough to withstand arrows
Their claws and teeth are very sharp (able to inflict wounds on their skin)
Their orange blood grants the magical resistance
Their eyes are special. Instead of an iris the have my orange sign (without the deer). This grants them darkvision

Consuming their eyes or too much blood brings death.
On the other hand if their eyes along with their orange blood are placed under fire to boil for several hours, and at the correct time a small amount of blood from a race that posseses the animal magnetism trait, is placed in it, then a glowing orange potion is created. This potion grants the user the special traits of the eyes and the blood.
Isilo
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Post by Chloris Fri Oct 13, 2017 11:23 am

Race: Νon Sentient                                               Τiles 1316 / 5231

Name: Fairydragons

Appearance: dragon like creatures in different colours, mostly adapting to their environment.  
Divine orders , Era of creation, 5th Week. 73814c10
Divine orders , Era of creation, 5th Week. 1e97fe10




Size: a maximum of a meter long with the tail included, 40-50cm tall.
Lifespan: 50-60 years

Senses: They have exceptional sight

Diet type: They eat toxic and poisonous plants, insects, vermin and snakes.

Habitat: Any place that they can find food. They have good tolerance for both hot and frozen environments.

Reproduction: The pseudodragons lay up to 3-5 eggs twice a year. Only one or two hatch each time.
 
Society: The Pseudodragons are social and playful creatures. Playful as in “I had a brilliant idea”  kind of playful. They are little daredevils and never really rest! They love spooking birds and butterflies, they enjoy hunting small game like rats or squirrels, and always antagonize each other on speed, flying maneuvers etc. Yes, they are mostly trouble and they can be dangerous if provoked but they are not aggressive by nature. Let’s just say they’re not bad… they’re just smart little assholes!
They are curious creatures and tend to explore new things.   They live in small groups and they take care of each other, as families are very important to them. They are good parents and prefer to live near their siblings.


Traits:
Fly:
They are excellent in flying, always using fast maneuvers and dangerous acrobatic stunts
Natural attack: bite
Natural attack: tail
Natural attack: As they mature the male ones grow horns
Natural attack: phlemh : All the toxins and poisons that they eat are absorbed by their body and consentrated in a gland. The gland then creates a kind of goo that they can spit, sticky and clear, that smells… well, unpleasant to say the least,  for most creatures… Still, for the insects and vermin it smells like paradise! When a creature tries to eat it, two things can happen. One, if it’s really small it gets stuck on the sticky substance. But even if it has the strength to break free, the very bite that it took, will get stuck in its neck and suffocate it. The Fairydragon can then consume the goo and digest all that is stuck in it.
Resistance: acid
Immunity: poison.
Natural armor 3
The skin on these creatures is scaly and resilient.

Byproducts:
With the right alchemical procedure their skin can offer an excellent piece of armor that combines exceptional flexibility with high protection. It is also very receptive to enchanting.
The unhatched eggs are a precious and clean source of protein.
The eggshell is an excellent fertilizer booster and also an excellent alchemical component for medicinal purposes.
The goo is an excellent insect and vermin trap and can give an excellent glue, should it be collected and  processed.
Their blood if alchemically or magically processed it can provide antitoxins, magical protection from acid and poison , and base to neutralize acids.
Chloris
Chloris
Vito Corleone

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Post by Gear Sat Oct 14, 2017 2:05 pm

Create Sentient race: Tile 1114
Name: Sybils
Appearance: Humanoid
Divine orders , Era of creation, 5th Week. Spring_july_by_olchas-d8kiouh

Divine orders , Era of creation, 5th Week. Darker_than_black__yin_by_exialohengrin-d6207kq

Size: 1.20 - 1.50 meters . They are small in stature
Lifespan: Long, 100-250 years
Senses: Basic five plus a sixth sense allowing them to predict certain things when the right conditions are met.

Society and characteristics: On the outside one can confuse Sybils for a smaller type of human, but soon you will realize that this race lacks emotion completelly. They are purely driven by cold calculating logic and a sense of survival instict. There is no leadership in their community, since they can all see the same and best course of action in any situation and they put any personal problems apart for the greater good. Each and everyone of them possess some kind of clairvoyant ability that allows them to see things in the future but only if they pay the price for beforehand. Some must get in the water, some must bleed themselves and some must cut a strand of hair, it's a different price for everyone. Their diet is mostly what they can farm and collect, since they are not good at killing.

Mating: Only for reproduction.

Template and traits:

Humanoid, 20pts
True believer, 5pts . Sybils like the Shins, are very religious, honor their god and carry his symbol at any time.
Tactical mind, 2pts . Their lack of emotions allowed them to view reality in a more "chess" way. Even without their clairvoyance, they can logically predict some outcomes.
Prophetic ability, 5pts . This is what makes them special. As said above, they can use their prophetic ability when the right price is paid. For each one is different, but the extent of what they can see ahead is the same among all Sybils, since the gift has been given equally to them by their god.
Hightened sense, 1pts . Not only they possess the above sixth sense, but its potency is enhanced when it comes to danger against their community. The visions of other nature, while clear, are symbolic and on occasions can be misinterpreted.
Hive mind, 5pts. As mentioned above, the concept of leadership do not exist among them. They operate in a way that benefits all of them and through their visions they are connected.

Pacifist, -2 pts. Due to their physiology and their god's beliefs, they can't and won't fight. They will only take up arms for self-defence even though they are poor fighters. What they can do, is evacuate in time when danger is coming to them.
Small, -3 pts. Well, their size is that of normal human kids and they do not grow taller.
Mental ability deficit, -3pts. It's not like they are stupid, but they do not possess emotions that other races have like love, compassion and spirituality. They are not unfriendly, but do not expect them to cry for you. Another fun fact, Sybils do not feel sadness or happiness.
Dump magic, -5 pts. Their mindset do not allow them to even capture the concept of magic.

Total points: 25
Gear
Gear

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

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Post by Isilo Sat Oct 14, 2017 4:09 pm

Tile: 4127 - 2014
Race: Animal Non-sentient
Name: IsPea
Appearance: Peacock
Size: Body 1,25m , male-tail 1,25m
Lifespan: 30 years
Senses: like peacock
Diet type: small fruits, insects, small mammals, reptiles
Habitat: like peacock
Reproduction: Male impregantes female during the first rains and lays 5 eggs
Society: They choose a partner. Being away from their partner can bring even death. They live a few deozen meters away. They are peaceful with the other races around them. The protect their homes and will not tolerate outsiders that don not inhabit the territory. Anything new is a foe and a threa. They can not survive capture. A few hours under captivity will result in death.

Divine orders , Era of creation, 5th Week. Peri

Natural attacks: Beak, claws

This species posseses the bellow traits:
Males of the species have long orange coloful tails. They are able to open up lika a fan. They have spots that look like hundreds of eyes. Their wings are sto impressive that they bring awe. In that way they surprise their foe causing confusion. If that fails or they want to eliminate n enemy they can realease in the form of a spray a hypnotizing liquid in the radius of a few meters.


The females do not posses such a tail. They have in their eyes my sign (without the deer). Their special eyes enable them to see double as far away while everything around them seem to move much slower and have much greater detail.



Use of their feathers either as clothing or cosmcetically grants the Majestic Appearence trait, instilling awae to other sentient beings. To keep this trait the feathers must be removed in a very special way so as not to hurt the feathers. Additionally they must paint them with Ispea blood quite often to sustain their special abilities.
With great care you can extract the hypnotizing poison for later use.
Cosnuming eyes or blood is fatal.
On the other hand if their eyes along with their orange blood are placed under fire to boil for several hours, and at the correct time a small amount of blood from a race that posseses the animal magnetism trait, is placed in it, then a glowing orange potion is created. This potion grants the user the special traits of the eyes and the blood.
Isilo
Isilo

Join date : 2017-09-03

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Post by Yog-Sothoth Sat Oct 14, 2017 11:44 pm

Sentient Fey Race
1415
Earnan

Appearance/Physiology: They have a humanoid shape but a metallic skeleton. The metal of the skeleton varies depending on their diet. They are beings deeply tied to the magic of this world and their metal bones second as magical catalysts fueling their magical prowess. More precious metals ignite stronger magiks. They have an innate resistance to cold climates but have trouble coping with fire and electrical currents. While their strong metal core provides a great magical source it unfortunately diminishes their physical attributes.

Diet: Omnivorous with a peculiar taste for metals

Reproduction: Mostly traditional. Male plug goes into female plug.

Lifespan: 80-100

Society: Mostly metal workers and geomancers, these creatures have intuitively refined the art of metal working. They are led by councils and mostly sell their expertise to other races. They will usually scout an area from above using their shape changing and use their magic to detect the location of metals. They use pet ravens to signal the rest of the tribe where they found the ore to start working on it.

Although they usually sell their metals common folk are loath to let them in their homesteads as many cauldrons forks and knives tend to go missing afterwards. In extreme cases whole arsenals may be plundered in their hunger. Additionally battlegrounds provide them with a very intriguing meal with all the corpses that are wearing metal armor...

Divine orders , Era of creation, 5th Week. Ee119faa1ce8c6a607ffd5f2bff52696

Fey

Animal Magnetism; They seem to attract animals of the avian species, especially crows and ravens
Magic User; Metalmancing: They have a special magic that allows them to detect and shape precious metals.
Change Shape x1; They can turn into a murder of crows and fly.
Magical Vulnerability -4; While adept at magic they are not impervious to its effects
Low Fertility -4; Their sperm is a little heavy...
Physical Ability Deficit -2; Physical strength is not their strong suit
Elemental Vulnerability -2; Fire
Elemental Vulnerability -2; Electricity
Magical Ability Aptitude +4; Metal is their source of magical ability, which enables them to absorb new types of magic faster.
Fly +3; They fly as a murder of crows
Skilled (Metalworking); Exceptional skill at extracting and shaping metal
Trouble Makers -2; While an expert at their art; kettles, cauldrons and other common metal items will go missing around them
Gluttonous and Greedy -3; Precious metals taste A LOT better and once you have tasted gold you can never let go of the feeling.
Diplomatic Prowess +2;  What they sell is their expertise and they know how to get the best deal out there.

Cost 19
Yog-Sothoth
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Join date : 2017-09-04

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Post by Isilo Sun Oct 15, 2017 11:21 am

Tile: 3816 - 4127
Race: Non-sentient Animal
Name: IsHorse
Appearance: Friesian-horse
Size: 1,60m (στην πλάτη του)
Lifespan:  30 years
Senses: like horses
Diet type:  φυτοφάγα  
Habitat: όπου υπάρχει τροφή.
Reproduction: Male impregnates the female. 2 babies rarely 3
Society: Επιλέγουν έναν σύντροφο. Η απομάκρυνση από το σύντροφό τους είναι ικανή να επιφέρει τον θάνατο.  Ζουν σε απόσταση μερικών δεκάδων μέτρων. Είναι φιλειρηνικά με τα υπόλοιπα είδη της περιοχής. Προστατεύουν τα μέρη τους και δε θα δεχτούν την παρουσία ειδών που δεν κατοικούν στην περιοχή. Οτιδήποτε νέο είναι εχθρικό και απειλητικό. Δεν μπορούν να ζήσουν σε συνθήκες εγκλωβισμού. Μερικές ώρες δεμένα ή κλεισμένα επιφέρουν τον θάνατο.

Divine orders , Era of creation, 5th Week. 66cfbb6bed7a67e5e9f08cc1205e74f4--big-horses-black-horses

Αυτό το είδος παρουσιάζει τις εξής ιδιότητες
Γρηγορότερα από όλα τα είδη αλόγων
Ανθεκτικότερα σε μακρινότερες μετακινήσεις
Μεγαλύτερη αντοχή μετακίνησης με μεγαλύτερο φόρτο
Μικρότερες απαιτήσεις σε νερό
Ανθεκτικά σε ακραίες θερμοκρασίες
Χάρη στο πορτοκαλί αίμα του μπορεί μια φορά στη ζωή του να καλύψει με την ίδια ταχύτητα τετραπλάσια απόσταση ή την ίδια απόσταση με τετραπλάσια ταχύτητα. Μετά από αυτό επέρχεται ο θάνατος.
Χάρη στα ιδιαίτερα μάτια του (περιέχουν το έμβλημα μου) παρουσιάζει αντίσταση στη θερμότητα και το κρύο.

Η κατανάλωση ματιών ή μεγάλης ποσότητας αίματος επιφέρει τον θάνατο.
Αντιθέτως αν τα μάτια μαζί με το πορτοκαλί αίμα τοποθετηθούν σε φωτιά να βράσουν για αρκετές ώρες, τοποθετηθεί την κατάλληλη στιγμή μέσα σε αυτό συγκεκριμένη ποσότητα αίματος φυλής που διαθέτει το animal magnetism, τότε μπορεί να δημιουργηθεί ένα λαμπυρίζοντα πορτοκαλί φίλτρο που θα μεταφέρει αυτές τις ιδιότητες (αντίσταση σε ακραίες θερμοκρασίες και τη δυνατότητα για γρήγορη ή πολύωρη πορεία) στον καταναλωτή για μερικές ώρες με το μειονέκτημα ότι το σώμα σου χρειάζεται μέρες για να αναπληρώσει την ενέργεια που χρησιμοποίησε.
Isilo
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Post by Orabelle Sun Oct 15, 2017 4:36 pm

Ainur Tile: 5329
Divine orders , Era of creation, 5th Week. Fdf4a278fa973107b4ceacc7dc6f6ddd

Appearance: Humanoids with wings and eyes magenta or cyan
Size: Height: 2 – 2,5 m.
Lifespan: 250 years
Senses: All

Diet type: Ainur live by consuming feelings. Each time any race feels something, this feeling alters its aura and becomes edible for Ainur. (They do not eat the feelings from their race, they're not cannibals).
The stronger the feeling the better the quality.
They feed by getting closer to the ‘victim’ and sucking part of its aura. By sucking someone’s aura completely they rid of him of that feeling, they do not hurt him physically either way. Preferably, they let a part of the feeling to the owner.

"Categories of feelings"
Light: Joy - Trust - Acceptance - Courage - Kindness - Love - Devotion - Astonishment - Calmness
Dark: Fear - Anger - Sadness - Cruelty - Indignation - Envy - Suffering - Anxiety - Grief - Despair - Hatred - Guilt - Pride
Neutral: Disgust - Surprise - Anticipation - Expectation - Shame - Confidence - Pity - Determination - Patience - Shyness




Habitat: Not too hot, not too cold

Reproduction:  They have no gender. All Ainur can give birth and they do every 3 years, having maximum 3 kids. They come of age at 20 years old.

Society:  Their society is collective and they organize their society based on Knowledge. The more they know the higher status they get.
To survive, they communicate and cooperate with as many races they can. They group up Ainur to be sent to other races in order to be used as messengers or caretakers for example.
    -Their ability to fly and pass information fast makes them one of a kind messengers. The feeling created by the informant and
      the receptor becomes their food.
    -Also sucking the aura of a sad, in pain etc person, help them get rid of that feeling for a small period of time.

----
Before the age of 100 their bodies and mind are still mildly so learning about the world, secrets, feelings, event etc. shapes their character and bodies.
Light: White bodies, hair and wings
Dark: Black bodies, hair and wings
Neutral: Random earthy colours depending of the emotions

Template & Traits:
Positive
Fly +3__ They have angel like wings
Hivemind +5__ They call it the AI network where they can pass any information or feeling to each other
Mental aptitude +2(god) __ This race has an excellent memory
Diplomatic prowess +2 __ Since they communicate with each other by their network, they help and cooperate to convince someone else
Strong willed +2 __ Watching the world from atop they understand one thing, there is no creature that lives forever but it’s ideas can. They believe in the power of words and they wisdom they pass
Majestic appearance +2 __  Their presence is imposing and divine
Negative
Dump magic -5 __ They cannot perform any kind of magic
Magical ability deficiency -4 __ They may learn a lot about it, but themselves have no understanding of how it works

points spent: 27
Orabelle
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Post by Amano Sun Oct 15, 2017 5:02 pm

Race: Lycans.  Tiles: 1715 and 1816

Appearance : Humanoids creatures resembling wolves.

Size: Large size  and very muscular. When standing up, males reach up to 4 metres and females up to 3.5m.

Lifespan: 80-90 years

Senses: Heighten sense of smell; dark vision

Habitat: This race prefers to live in the forest but would easily adapt to regions where it is easy to find food.

Diet type: Carnivores.

Reproduction: Male impregnates female, with a litter of an average of 7 puppies a time. Pregnancy lasts 6 months.

Society: Every pack has an alfa male that they recognise as a leader. The Alfa males takes dibs on the best portion of the prey and the best female to mate with. On the other have,the Alfa has the extra responsibility to protect the pack and organise the hunts. The leadership can be challenged twice a year. They tend to be monogamous and have the same mate until they die. They regard the family as the purest, more sacred thing in the world;therefore they do not trust strangers. It is very rare you ll see a Lycan wondering around alone; they love hunting together, even to just play with their prey.

Resiliency;

Natural Armor (Light);

Unfriendly; Their pack is their family. Anyone outside their family is not to be trusted.
Darkvision: They see clearly through darkness.
Tactical Mind +2: Strength and speed are not enough for a good hunter.
Physical Ability Aptitude +2: This race is really strong.
Natural Attack  (+1) (+1) Their bite and claws are worse than their barking.
Berserk +2 and Warmonger +3: They can't wait to put their paws on a battle. A battle is a a way to prove their pack that they will do anything to protect them. Once in a battle, they will fight relentlessly and will great passion.
Elemental Vulnerability -2; Fire hurts them an extra bit more.
Eccentric Pallete -2; Meat is good. Plants are for pussies.
Glutonous and Greedy -3: Both battles and sex makes them need lots of energy. They will eat a lot in order to preserve energy.  
Trouble Makers -2: If you are not with us, you are against us. Therefore there will be trouble.
Short Tempered -2; They are not the most patient creature in this world. They can get easily pissed off for the simplest thing. Then again, they usually look for a reason to fight, even each other, to prove their dominance.
Dump Magic -5: They have no idea what 'magic'. If they don't understand something, they consider it unatural, and therefore dangerous for them.
Fall from Grace -5; Similar to Dump Magic. They don't believe in something they cannot sense or understand.
Regeneration +4; Fire. Parts of their body may be regenerated, however, they are vulnerable to fire.
Proud (-1) No sense of fear -3; Fear makes you weak and you can't protect your family. Their lack of fear and stubbornness makes them oblivious to certain dangerous situations.
Large +3 ( as described under 'size' section).
Quadruped +2: They can stand on their two feet and run on their four.
High fertility :  They like sex. A lot. A LOT. There are usually 7 pups per litter.

Total Cost 20 points
(20 x 2 = 40 points)
Amano
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Post by Phlegethon Sun Oct 15, 2017 5:44 pm


Create sentient race
Tiles: 1511 ,1510 & 2814
Race Name: Fire Genasi
Appearance: Fire Genasi are physically similar to humans but in a shorter version
Size: They are like short humans .
Lifespan: 35-50 years.
Senses: They have the same five senses humans do.
Diet type: They get anything they need from ashes and molten rocks.
Habitat: They need to be around very hot eniviroments, lava, very hot deserts etc.
Reproduction: Sexual reproduction , Male impregnates the female.
Society: They have stong understanding for cooperation thats why they form strong family bonds within their society; they take care of each other and prefer teamwork.They dont have leaders they are all equal.They are friendly with other races and very playful with each other.



High Fertility +4; They love to reproduce,
Low Mortality +4; Since they are made by fire , they are naturally immune to diseases, poisons , toxins and other conditions that may lead to early death plus they do not have natural enemies.
Elemental Immunity +4; (Fire)
Elemental Dependency -4; ( Fire)
Learning Deficiency -3; They prefer to dance , eat and reproduce.
Small -3
Dump Magic -5, No magic for them.
Pacifist -2; Fire Genasi avoid combat if at all possible.
Offensive to Animals -1; Fiery bodies make them offensive to animals.
Strong Willed +2; The have Iron will and Fiery Heart.
16 points
.


Divine orders , Era of creation, 5th Week. 7776bdf87e19aa4ae895bd006cabb843--character-portraits-character-art

Divine orders , Era of creation, 5th Week. Sorceress_by_tentaclesandteeth-d675zo1
Phlegethon
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Post by Nyeroth Sun Oct 15, 2017 6:40 pm

Seuralvaroths

Location: 5608

Points: 35
Nyeroth
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Join date : 2017-09-01
Location : Plane of planes

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Post by Atlas Sun Oct 15, 2017 7:08 pm

Create sentient race tile 5705

Name: Spartans
Appearance:
Divine orders , Era of creation, 5th Week. 25851a3efc0d1b714a0d9f5ad1944624

Size: 1,70 - 2,10 m
Lifespan: 80-100 years
Senses: The usual 5 senses
Diet type: Omnivorous
Habitat: They prefer to live in locales they have the advantage in position or resources
Reproduction: Male impregnates the female with sexual intercourse. Pregnancy last 9 months.
Society: They have strong ties with eachother. They trust teamwork but they are suspicious towards outsiders. Though not hostile per se, even those who earned their trust, they keep them at a distance.

Template & Traits:
Humanoid 20 points
Physical Ability Aptitude: They have all the potential for top physical condition. +2 (-1 domain)
Warmonger: War will not disturb their routine and their worship is more intense during war. +3
High Fertility: They fornicate as regularly as they can. +4
Low mortality: Their physical condition alows them to live longer. +4
Berserk: Battle arouses them and they will give everything they have. +2
Tactical Mind: Once they scout an enemy, it comes natural to them to take advantage of the enemy's weakesses. +2
Skilled (Metalworks): They have a talent to work with metals. +2
Skilled (Stonecraft): Stone is a matterial they can do wonders with. +2
Resiliency: Their bodies are tough and resilient. Injuries never slow them down. +2
Strong Willed: Their belief to the divine is strong. +2
Brave: Few things can make them change their mind. +1

Proud: They are proud people. Offences and mistreats are never acceptable. -1
No Sense of Fear: They do not feel fear. -3
Unfriendly: They are suspicious towards outsiders. -2
Magical Vulnerability: Magic can harm the more than the usual -4

Total 35 points
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Join date : 2017-09-06
Age : 33

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Post by Lexandra Sun Oct 15, 2017 7:12 pm

Tile: 5228

Name: Verndari

Appearance: They look like humanoids with big white wings, long hair and a halo.

Divine orders , Era of creation, 5th Week. 952cdd10

Size: About 1, 75 - 2.00 meters in height.

Lifespan: 150 – 200 years.

Senses: They have the usually five senses.

Diet Type: They are Omnivorous.

Habitat: They prefer to live near mountains, creeks plains and forests. They can live in warm or clod climates alike.  

Reproduction: They are monogamous and they have 3 to 7 children in their lifespan. They can breed twice a year.

Society: They gather in numbers. They form bonds with eachother with a common way of thinking and organization.

Their feel deep in them the need to help the weak and punish the offenders of the divine laws.

They feel they are the chosen of the gods. Protectors of the weak and they will provide shelter and support to others in danger.

There are separated into two castes: Warriors an Mentors. Mentors are usually stay behind to train the young, though they are able to defend their territory.


Traits:

Positive Traits:

Fly: they have wings. (+3)

Hive Mind: They can telepathically communicate and share their thoughts. (+5)

Regeneration: They can heal every wound or injury. Cold forged iron can stop this process though. (+4)

Strong Willed: The race is more resilient in Divine influence to deny their worship. (+2)

Magic User: Their innate magic can be used in every aspect of their life. They can project their energy into extensions of their self.  (+5)

Prophetic Ability: They are gifted with the gift of foresight to be prepared about future events. . (+4) (5-1 domain)

Brave: (+1)

Majestic Appearance: Their wings, their golden aura and their unearthly beauty, cause awe in others. (+2)

Tactical mind: They can gain a tactical advantage against a studied opponent. (+2)

Berserk: In combat they get a physical advantage at a cost of casualties. (+2)

Physical Ability Aptitude: They have strong bodies. (+2)

Natural attack: They can grow weapons with their magic. (+1)

Natural Armor: They can grow an armour around their body with their magic. (+ 3)

Total: 36


Negative traits:

Elemental Vulnerability: Acid.  (-2)

Elemental Vulnerability: Ice.  (-2)

Proud: They consider them selves, chosen of the gods and there is always pride in that. (-1)

Short Tempered: If their abilities or cause is offended or doubted they become aggressive.  (-2)

Territorial: Their territory is sacred. It's the place they grow their future warriors and train in their mystical arts. No foe shall wonder in their land unchecked. (-2)

No sense of fear: They are overconfident in their abilities. (-3)

Offensive to Animals: Their aura makes animals feared or hostile. (-1)

Learning Deficiency: Anything beyond magic is so difficult for them to learn. (-3)

Gloutonus & Greedy: They are never satisfied with power, food or luxury. They always want more of everything. (-3)

Lunacy: On the last day of every month they succumb to their need to mate. (-2)

Total: 21

Total Cost 35 points


Divine orders , Era of creation, 5th Week. 06f5ac10

Divine orders , Era of creation, 5th Week. 8a571710

Divine orders , Era of creation, 5th Week. 91a04d10
Lexandra
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Post by Yog-Sothoth Sun Oct 15, 2017 7:35 pm

Sentient Race
1114
Morgoths


Appearance/Physiology: Morgoths are humanoid creatures composed of rotten flesh and skeletal features. Yet they have a formidable presence. Something about them attracts people. They may also change in any shape and form allowing them to integrate with  other civilizations. Through sexual intercourse they release a chemical agent in their victim that produces great pleasure and at the same time makes them addicted to it (Natural weapon). Their unliving bodies are vulnerable to acid and fire and they have an increased mental capacity, enabling them to scheme cunning plans. Morgoths can easily spot new victims using their Mindsense. Through it they can detect nearby sentient minds and lustier thoughts are easier to spot. Morgoths are not morning people and it shows. They prefer dimmer lighting and have trouble at extremely bright lights (such us sunlight at the brightest hour of the day). They get teary-eyed and have trouble focusing their eyes.

Diet: Sentient Creatures. While not under any immediate need to feed as other biological lifeforms, they do need to maintain their flesh. This is done by consuming warm blood. The subject dies in the process. That's life. Or unlife...

Reproduction: If a victim dies while under the effects of the Morgoth's chemical agent, it is raised as a new Morgoth in 5-10 days. Morghtohs usually chooce wisely who they will inflict their gift upon, so the proccess is usually done in a ritualistic orgy.

Lifespan: More like Deathspan, amirite?

Society: Morgoths rarely form their own sociaties, rather they infilitrate other societies and take up positions of power. They have the ability to charm their way through every social encounter and if their victims prove too resistant to their charms they use their supernatural abilities to implant subtle thoughts into their target's mind (Magic User). They live by trickery and deceit. They are my agents of chaos!

Divine orders , Era of creation, 5th Week. 2b8a7417e333ef311584df2928a21c3c

Current Traits:
Undead - Template

Light Sensitivity; They prefer dimmer lighting and have trouble at extremely bright lights (such us sunlight at the brightest hour of the day). They get teary-eyed and have trouble focusing their eyes.
Canibal; They feed on blood
Tracking: Mindsense
Death to Undeath;
Natural Attack +1: The Kiss. Through sexual intercourse they release a chemical agent in their victim that produces great pleasure and at the same time makes them addicted to it
Magic User +5: Subtle Thought Manipulation
Change Shape +3; Change Shape +3; Change Shape +3;  
Diplomatic Prowess +2; You just can't say no to them.
Majestic Appearance +2; You just can't stop staring either.
Approachable +2; You have to know them!
Elemental Vulnerability -2; Elemental Vulnerability -2; Acid and Fire
Mental Ability Aptitude +3;
Cost 35

Divine orders , Era of creation, 5th Week. 737df0b83c4bd7b7f5e2a7fe060ae53a
Yog-Sothoth
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Post by Guest Sun Oct 15, 2017 8:09 pm

Tile:5608
Children of the Sun and the Moon: Healers 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, 5th Week. 8040cd10

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.
Skilled(Farming)+2: They are proficient in the production and growth of crops and animals.
Skilled(Medicine)+2: They are proficient in the the diagnosis, treatment, and prevention of diseases- ravages and have an exceptional skill at treating wounds and preparing medicinal supplies.
+10 total.

Negative traits
No sense of fear -3; Pacifist -2; Physical Ability Deficit -2; Unresilient -2; They are pacifist and peaceful and that makes them oblivious to certain dangers,this carefree attitude also leaves them physical weaker than other castes since they almost never train for close combat.
Elemental Vulnerability (Acid)-2; Elemental Vulnerability (lightning) -2; Elemental Vulnerability (Fire) -2;Elemental Vulnerability(Ice)-2:Their Magical nature makes them more sensitive to certain elements.

-17 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(Magic User +5;Tracking(Detect Life force) +2;):During the Sunlight they gain the ability to Cast Healing and Protective magic as well as the ability to see the life force of all the living creatures and their condition.

Night:Moonlight Dependency;-4 (Prophetic Ability +5;Brave +1;) : During the Moonlight they gain ability to foresee the near future this state makes them gives them more confidence and removes the shackles of fear.
+5 total

20+10-17-1+5=(17 points total)

Divine orders , Era of creation, 5th Week. A2f66510


Last edited by Mercury on Sun Oct 15, 2017 8:14 pm; edited 1 time in total

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Post by Aura Sun Oct 15, 2017 8:10 pm

Create Sentient race, tile 3736

Name: Icair Fox

Appearance: They look like small white foxes with glowing eyes. On the side of their bodies they have wings.

Divine orders , Era of creation, 5th Week. 6849906418_f75a72356f_k


Size: About 40 cm in height.
Lifespan: 120 - 150 years.
Senses: The usual 5 senses. Plus their minds are connected
Diet type: Omnivorous.
Habitat: They prefer icy and very cold climates. The forest is an ideal place so they can hunt and dig near the roots to make their home.
Reproduction: Male impregnates the female many times a year.
Society: Icair Foxes are very loyal to their S.O. and when they find the one they will stay forever with them. The same aplies to theyr families. They will do whatever they can to protect any member of the family.

Template & Traits:

Custom: 20

High Fertility +4 Sex is the primal way to show their love to their S.O.
Low Mortality +4 These foxes are really careful about the way they live so they tend to live long lives.
Fly +2
Tracking +2 Because of their glowing eyes they have thermal vision so they can find prey in the snow easy.
Natural attack (Bite) +1

Tiny -5 They have the size of a fox.
Elemental Vulnerability -2 They cant stand fire at all.
Elemental Dependency -5 Ice and really cold weathers
Territorial -2 Their home is everything for them.
Lunacy -2 Every half moon the race go nuts and start fornicate like crazy with each other.
Short Tempered -2 Imagine the temper of a really small dog...

Total cost: 15 points
Aura
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Join date : 2017-09-03
Location : Everywhere

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Post by Guest Sun Oct 15, 2017 8:12 pm

Tile:5608
Children of the Sun and the Moon: Skald 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, 5th Week. Master10
Divine orders , Era of creation, 5th Week. 03f50c10



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.
Brave +1:They are adventurous types and never drop from a good challenge.
Skilled(Performing arts)+2: They are excel on most forms of art that allows the to express themselves be it singing,dancing,acting they are truly the best.
Skilled(Navigators)+2: They are proficient into planning journeys, advising  of estimated timing to destinations while en route, and ensuring hazards are avoided.They are also skilled on using and maintaining the navigational equipment and the intact distribution of the communications.
+11 total.

Negative traits
No sense of fear -3; Magical Ability Deficit -4; Dump Magic -5; Trouble Makers -2; Glutonous and Greedy -3; They don't wield magic its not that they hate it its just that they are occupied with "other stuff" , they like to party a lot good booze food and women is their priority list and that gets them into many troubles ,also their cocky attitude towards danger isn't healthy for them..

-17 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( Majestic Appearance +2;Diplomatic Prowess +2;Approachable +2;):During the Sunlight the blessings of the Sun gives then an unnatural Aura that makes them more appealing to other creatures and have a greater change to succeed in any negotiations or diplomatic attempts.

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

+4 total

20+11-17-1+4=(17 points total)

Divine orders , Era of creation, 5th Week. Master11
Divine orders , Era of creation, 5th Week. Sketch10
Divine orders , Era of creation, 5th Week. Shower10

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Post by Aura Sun Oct 15, 2017 8:44 pm

Faceless:

Verdict By Charon
The race was not created due to insufficient Divine Power!
Aura
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Join date : 2017-09-03
Location : Everywhere

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Post by Machiavelcro Sun Oct 15, 2017 9:19 pm

Divine orders , Era of creation, 5th Week. Aurochs

Name: Aurochs

Location: 4034, 3933

Appearance: A majestic looking creature, the auroch has long shaggy fur down its back and very strong hind quarters alongside a pronounced hump which is much broader in males.

Size: Spanning between 2.5-4 meters high and 3-5 meters longs, these beasts can weigh up to 5 tons on a fully grown male.

Lifespan: 15-20 years

Senses: normal animal senses

Diet type: Typical steppe grass, although they can eat nearly any type of vegetation.

Habitat:
Native to steppes and hill areas.

Reproduction: Bull impregnates female, one calf per gestation. Gestation period is roughly 9 months

Society: The herd is constituted by 35-50 animals, lead by the alpha.

Traits:

Alpha leader - The main bull is very aggressive and protective of his herd, attacking anything it perceives as a threat. It can also call the herd into a stampede if it feels it's the best way to protect them. The entire herd mimics the leaders actions and nature.

Hardened Hide - The hide in these animals acts as a medium armour, strong enough to stop an arrow or prevent fatal horn wounds during the mating season.

Loyalty through submission - These beasts will recognise a challenge as long as a specific pattern of movements is followed while approaching them. They will charge the challenger and will not relent from their attack until they have killed it or until they have succumbed to exhaustion. When in this exhausted state they will bond with their challenger and recognise it as their master.

Nutritional Bounty - The meat of these animals is extremely nutritious, containing all essential nutrients. Regular consumption of this slightly increases lifespan.


Auroch Gland - The secret behind the large size and strength of these beasts, the gland produces a myriad of hormones.

With the right distillation process, a liquid can be made that increases muscle density and size in any mammal, having a much stronger effect on the young.

The gland organ can also be dried and pulverised. When added to a hot liquid it will act as a powerful stamina enhancer, warding off tiredness for long periods of time.
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Post by Nox Sun Oct 15, 2017 9:59 pm

Le-Mu:

Verdict By Charon
The race was not created due to insufficient Divine Power!


Last edited by Charon on Mon Nov 06, 2017 1:36 pm; edited 5 times in total (Reason for editing : διορθωση total points)
Nox
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Post by Persephone Sun Oct 15, 2017 10:07 pm

Create snow feys tile 2334
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Post by Azeria Sun Oct 15, 2017 10:25 pm


Sentient Race: Orians
Tile:4116
Divine orders , Era of creation, 5th Week. 69c22910

Appearance:
Small creatures, with white soft fur, which will grow as the seasons grow colder and then slowly shed to become thin as the seasons become warm once again. Their main body holds a tail as long as them. Their heads are round with long ears on the side, they have huge black eyes, a pair of small white horns.  Theirs legs are short and are used mostly to jump quickly than to run. Theirs arms are long and thicker from the elbow and below with hands that hold 4 fingers.
“Anima”
An orb made of blue light can be seen near an Orian, it is part of their essence leftover from their birth and can be controlled with ease as an extension of their bodies. Those orbs are a great asset for the little race, as they are used for exploring and scouting.
They can be sent up to great distances away from their physical body and depending on the situation and terrain, an anima can be seen on the edge of a forest while its physical counterpart is hidden further deep inside it.

Size:
They are tiny in size, approximately 50cm in height standing upright.

Lifespan:
30 years

Senses:
The physical body of an Orian has the typical five senses.
The “Soul Orb” has sight (can see through dark) and hearing as well.

Diet:
Consists mainly of fruits and vegetables, they will look for trees and plants that hold those and take the fruits/vegetables that have matured.

Habitat:
Live mainly around rich forests and plains, where vegetation is abundant and fruits/vegetables can be collected. They prefer medium temperatures and though they can survive in heat and cold, they will try to avoid it.

Reproduction:
They are genderless, once per month the light from their Anima will emit a red light, this is a sign that the Orian is ready to reproduce.
Thus two of the Orians with red Animas will hug each other and as they hug, their Animas will blend together, producing a larger Anima. From within that, small white gems will emerge and slowly descend and rest upon the ground. This process can take up to an hour.
As the last possible gem to be produced exits the large Anima, it will change its color back to blue, a sign that the reproduction phase is over, at this point the two adult Orians can stop hugging.
The white gems on the ground are newly-born Orians and they will slowly manifest in the course of a day from within their gem. The first thing to manifest will be their Anima, a small white light at the start, it will keep close to its gem-like body to begin with. At the end of the reproduction process, the gem will have changed to a small Orian, ready to brace and explore the world.
As the small Orian grows up, its Anima light will change in color from white to light blue, until it becomes completely blue in color, approximately 3 months after its birth. A sign that the Orian is now an adult.

Society:
The society of the Orians is a simple society, where the hierarchy is based off age. They stay together as a family and use their Animas communicate with one another over long distances if they have to stay away for any reason.  In general even though Orians love to explore, they prefer to stick together and sharing a meal is one of the most important daily rituals in their lives. An Orian eating a meal by itself, is considered something very sad and can be given as a punishment from the elders in order to discipline the younger generation.
Based off age and capabilities, an Orian will start its life by being taught by the previous generation on how to scout the surrounding area, learn the differences between different types of raw materials and resources, as well as things to look out for, such as tracks by dangerous animals and how one can notice changes in the region and finally how to communicate over long distances through the use of their Animas.
After their initial education has been completed (around the time they become adults), they will be directed to become part of a group with a certain responsibility. E.g. collecting drywood, stone and mud and food, scouting new areas, scouting their borders, building and expanding their settlement etc.

Template & Traits:

High Fertility: [+4]
They give birth to many Orians every month.

Heightened Sense: Perfect vision[+1]
An Orians vision is perfect, able to see the greatest and smallest of details even from far away.

Heightened Sense: Shared Vision[+1]
The Anima is an Orians extension, the Orian shares its visions with it and can see through it simultaneously at great distances.

Darkvision: [+2]
Orians and their Animas can see in the darkness as well as they can during day/moon-light.

Heightened Sense: Voice[+1]
Their Animas can transfer their voice and speak through them.

Tiny: [-5]
They are tiny in size.

Pacifists: [-2]
Orians are highly aware of their inferior combat capabilities compared to other predators and races. They will never fight and will always try to avoid conflicts through the use of strategic retreats.

Spineless: [-1]
They cower quite easily and will run away on the first provocation of danger.

Dump Magic: [-5]
They do not understand magic and cannot fathom why someone would try to wield such a dangerous and unknown entity.

Points:
16
Azeria
Azeria

Join date : 2017-09-03

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Divine orders , Era of creation, 5th Week. Empty Re: Divine orders , Era of creation, 5th Week.

Post by Azeria Sun Oct 15, 2017 10:28 pm

Race: Tonberry
Tile:4015


Divine orders , Era of creation, 5th Week. Tonber12


Appearance:
Small and plump Lizard-like humanoids with very short legs, a long tail, two hands that hold 3 fingers each and two round yellow eyes.

Size:
They are small in size, approximately 1.20 meters.

Lifespan:
They can live up to 100 years

Senses:
They have the normal 5 senses.

Habitat:
Humid habitats, in order to keep their lizard-like skin moist, preferably near forests and mountains, where they can easily find and build their homes around caves, as well as not having to go too far away in order to procure food.

Diet:
Tonberries, eat fruits and nuts.

Reproduction:
Both males and females exist, females will impregnate males through normal humanoid intercourse. The male will be pregnant with the offspring for half a year. After its birth, the small baby Tonberry, will reach childhood and will be able to learn and take a bit care of itself by the age of 5. A child Tonberry will reach adulthood by the age of 15.

Divine orders , Era of creation, 5th Week. 13608511
Divine orders , Era of creation, 5th Week. Ff9-to11


Society:
Their society is very tight, holding their family together and large families usually live all together.
Their rule is monarchical, every decade a few larger than usual Tonberry are born and can become as tall as 1.40 meters. Those Tonberry are candidates designated to become the absolute monarch of the Tonberries. They will be raised with the utmost care and will be taught and instructed on the way of monarchy from their predecessors. They are ready to take the mantle of monarchy if they are between the age of 30 and 70 and have completed their education. After that, they will live normally until the time comes that the society will need them to step up. Beginning with an end, when the previous monarch dies, the young princes and princesses will step up to take over and the tribe will vote for whom they wish to be governed by. The remaining Tonberries will then fall back and wait for their turn once again.

Divine orders , Era of creation, 5th Week. Tonber13


Template & Traits:

Small: -3
Tonberries are small in size.

Reptilian Movement: -2
Tonberries have tiny legs compared to their bodies and cannot run.

Lazy: -1
They are quite lazy and will always try to find a way in order to make their lives easier.

Mental Ability Aptitude: +3
Behind those round yellow eyes, lies an amazing mind. They have amazing memory and will find the connection behind many things quickly. As such they are quite adept at inventing and innovating.

Adaptive Learning: +3
They are able to understand the properties of the world and its materials and are able to quickly theorize how to use them in order to produce the desired result.

Skilled: +2
“Engineers are lazy”
Due to their laziness and natural aptitude to not move a lot, Tonberries will try to invent and find ways to make their life easier constantly. Be it figuring out how to procure and save food, transport themselves easier or being able to see even in the dark.

Spineless: -1
Tonberries get frightened easily and will always “walk away” from a fight.

Pacifists: -2
Though they can understand that for some races fights are unavoidable and keeping yourself safe is important, they themselves will try to not be on the frontlines of a fight ever.

Points:
19


Azeria
Azeria

Join date : 2017-09-03

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Post by Machiavelcro Sun Oct 15, 2017 11:03 pm

Divine orders , Era of creation, 5th Week. C74e4dff6b82aa94552e560edab4bdc0
Create Sentient Race, tile 3935


Name: Kt'alak

Appearance: Average humanoid. Usually covered in the brown furs of the animals they herd. Men braid their hair to the right side and shave their left side until they pick a mate, women do the opposite. As part of the marriage ceremony, the braids are cut off and each will then grow and braid the opposite side.

Size: 1.5-1.8 meters tall
Lifespan: 60-120 years old
Senses: Normal 5 senses
Diet type: Omnivorous with a very heavy emphasis on meat
Habitat: Steppes/Tundra

Society:

The Kt'alak are a nomadic shepherd tribe. They roam the steppes with their livestock, moving as the seasons change.  They lead a simple life, mainly focusing on their family, their riding and on honouring the great father Ma'haak.

They ride the great Auroch beasts, each of them undergoing the adulthood passing ritual of challenging and claiming their own mount. The sequence of steps, yells and arm motions needed to challenge the individual beast and not cause the entire herd to attack is a very complex one, passed on from father to child. Each family has their own particular flair to the sequence of motions, but they all end up having the same 3 stages.  

The Approach - The challenger must slowly walk, placing a foot precisely after the other, with a straight back, waist rotated so that the right shoulder is somewhat at a 45 degree angle to the beast he wishes to challenge. The challenger will need to approach the beast completely straight on and quickly adjust to maintain f the beast moves.

The Challenge - When roughly at 20 steps from the beast, the challenge must be issued.  The family challenge word will be yelled while executing a semi-circle with both arms, starting at the head and ending at shoulder height. This is followed by a clap or a stomp quickly followed by one step forward and another yell. At this point a deep stare onto the eyes of the beast is had until the beast charges. On very rare occasions or for very gifted individuals, the beast will kneel and submit at this point. This is considered to the tribe as a sign that the challenger is divinely chosen for great deeds.

The Fight of Wills - At this point there is no pattern or predefined set of actions to follow. The challenger will have to hoist himself onto the beast and ride it into submission. This an immense challenge taking anywhere from 8 hours to 2 days. It is not a simple test of stamina, as the challenger must speak to the beast, charm it, exact his will onto it. When the beast finally submits and kneels, the rider steps down, looks into its eyes and places his right hand onto its head. The bond is then formed which will end only when the beast passes on.

The other aspect of the Kt'alak life is about their worship of their god Ma'haak. They have no shrines, prayers or rituals. Instead they worship him by being true to themselves and by roaming under the open sky, so that their great father may always be able to watch them.

Templates & Traits:



Humanoid : 20 points

True Believer: 5 points - Their entire way of life revolves around their god. While others may see them as free roaming spirits, in their heart they are only following their great father's wishes.

Animal magnetism: 1 point - They have a natural affinity with animals, especially so with Aurochs.  

Nomad: 3 points - They roam freely with their herds, visiting other races on occasion to trade furs and meat for currency. Why would a nomad race with no attachments need currency for...

Magical Ability Deficiency, Dump Magic: -4 and -5 points - They have no natural aptitude for magic, nor do they have any desire to learn it. To them magic consists of tricks and honour-less actions that they despise, not believing it to be real.

Magical Vulnerability: -4 points - Magic affects them intensely, as they don't possess the understanding to resist it.

Skilled Auroch riders: 2 points - They spent their entire life riding the deceptively fast Auroch. The bond with their mount extends to the point where they know the exact second where all 4 legs of the Auroch are off the ground and would allow a clean shot to be fired. They also practice riding as a group, capable of performing the dreaded wedge charge on open plains, so tightly packed together you cant only see a thundering brown wall of fur barrelling down.

Elemental Vulnerability Fire: -2 points - This race is particularly vulnerable to fire

Total: 16 points
Machiavelcro
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