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Wryneck

Don't jinx it.
Original poster
LURKER MEMBER
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. One post per day
  2. 1-3 posts per week
Online Availability
8 a.m. to 3 p.m. EST
Writing Levels
  1. Adept
  2. Advanced
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Modern Fantasy, Fantasy, Psychological, Action, Steampunk
green After joining the roleplay, come join the Discord server, located here.


Cogs and Fire

Interest Check | General Information and Rules | Cast List | Area List | Race List | Species List | Plot List | Organization List | Updates | Submission Forms | In Character

Hello, hello. Welcome to the OOC thread for the open world steampunk fantasy project "Cogs and Fire". If you don't know what this is yet, I'm gonna have to throw you to the Interest Check. If you do know what this is, then continue on!

General Information and Rules

First things first. This is going to (hopefully) be a massive project, and without some organization, it's gonna be one jumbled mess that no one's going to have fun playing in. As mentioned in the interest check, there's going to be submission forms for the various things the players are allowed to create. All submission forms must be completed in their entirety and approved by a GM (me, @Crow, or @Vivian) before it can be implemented into the world.

The first thing players can create is, obviously, their characters. Characters can be of any race you can imagine (yes, you'll be able to make your own). In this roleplay, there's no character sheet. Got that character in your mind? Good, go post for them (when the IC is up, of course). So long as your character is one of the races or species listed as approved, you can jump right in. Want to be a race that hasn't been made yet? Make it! Likewise, there's no character limit. You can have as many characters as you want, and they can be who you want. Within reason, of course. There's also a first come first serve policy.

The second thing players can create is the locations in the game. This is an entirely new world, with tons of unique continents and locations. The first area players will create will be the ones their character(s) start in, unless you start in a pre-existing area (one someone already made). Areas will be added to a continental map as they're submitted and approved. For this, we'd like players to be reasonable. There probably won't be a desert right next to a snowy mountain, and having a thriving city next to a volcano doesn't make much sense either (sorry, Hawaii). Discussion is highly recommended for this.

The third thing in your hands is the races that inhabit our lovely world. Races are humanoid, sapient beings, separate from species, which are non-humanoid, non-sapient beings. What your character's race can and can't do is up to you. Just try not to make a bunch of overpowered characters that won't be much fun to play with. Once a race is approved, it's added to the list, and anyone can make a character of that race.

The fourth thing players will make are the species that inhabit Avion. Species are the non-humanoid, non-sapient beings that roam Avion. What they are is limited only by your imagination. A few ideas of what us GMs have in the works include desert sharks, giant spiders, and flying stingrays. If you can think it, you can make it. Just don't make a destroyer of worlds. We're kinda using this world right now. Once approved, anyone can use approved species as a plot device or whatever else they reasonably desire.

Lastly, and most importantly, the players will be in charge of creating their own plots. Small plots are fine and don't need approval, but if you feel your plot is major enough and that it will possibly affect a large area, it's important for you to submit it for approval. We don't want any sudden attacks against an entire race that could cause OOC drama. Once approved, any changes to the plot must be submitted and approved as well. Likewise, all parties involved in the plot must agree to it before it can be approved.

As all successful roleplays do, this one has rules. Rules that will help make this a more enjoyable experience for everyone (we hope). Not adhering to these rules will result in a warning. After two warnings, your character(s) will simply be eliminated and you will be barred from participating.

Posting Format

[Character Banner, no wider than 800px, no taller than 200px (Optional)]

[Character(s) Name(s), Location, Continent, Plot (if applicable), What They're Doing]

[Reply Content]


[Mentions]

Rules

  1. Follow all Iwaku rules.
  2. Keep your drama outta here. If you're conflicted about something regarding the roleplay, bring it to a GM's attention and we'll deal with it accordingly.
  3. While everyone is permitted to join, there's a one paragraph minimum post length requirement, and we're looking for decent grammar and punctuation. Know the difference between your and you're, and dont talk liek dis.
  4. No power playing or godmodding. You may have your own super duper race that's capable of dealing tons of damage, but don't flaunt it in a way that hinders the enjoyment of others. There's no need to destroy entire towns because someone killed your parents. Likewise, don't control other people's characters without their permission. You can attempt to stab them, but under no circumstances are you permitted to definitely stab them.
  5. All things in moderation. Don't rely on making things extremely overpowered. Playing these types of characters can be fun, but they can also take away from the enjoyment when used in excess. Likewise, be reasonable in your actions. Try to have a cause to everything you do, instead of being that random stranger that kills people because they exist. Because no one wants to die because they exist.
  6. This is a jump-in roleplay. As such, members of all ages are likely to be here. Keep your smut to PM if it becomes a thing.
  7. Don't implement anything into the roleplay that hasn't been approved. If you didn't tell me X race can shoot lasers out of their eyes, I don't want to see X race shooting lasers out of their eyes.
  8. Know that your GMs have the final say.
  9. Follow the IC posting format when replying to the IC. You'll be asked to edit your post if you don't follow it.
  10. Have fun.
To show that you have read and understand the rules, comment "Cogs and Fire". You won't be permitted to create anything or join the IC until you do so. If I give your post a "Nice Execution", it means you're in.
 
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Cast List

@Pravitas
Ruby Marie, Treasure Hunting Alchemist
Arastiel Ru'hwan, Forean Elven Princess
Amber Ambrose, Makantet Bounty Hunter
James Chamerlain, Melvinnian Guard Leader
Silo, Chaos-Thriving Tripan
Vay Vacilio, Vexor Rebel
Rias Rex, The Kobalt Uprise Leeader

@Vivian
Nano 84, Cyborg Mechanic
Chase, Booty Hunter
Vivian, Warrior of Justice
Suvia, Ice Dragon


@Periodically Incorrect
Vivian Rylee Young, Vexin Rebel
Oscar Bagstock, Springwork Mayor
Tyler Lucas DeCaprio, Eavesdropper


@Crono
Anna, Half-Giant Adventurer
Sinbad Tenser, Rebellious Captain
Novena Emidale, Corrupt Empress of The Red City
Emily Grey, Red City Aide


@Crow
Gildo, Goldenscale Dragon
Edna, Naked Inquisitor


@WeepingLiberty
Arya Moon, Red City "Guard"
Shion Moon, Red City "Guard"
Darion Sharpe, Esperit Vaixell Leader
Korra Lynn, Novice Explorer
Heather King, Captain of Shelly


@chaosheart13
Triss Shatner, Inventor
Tutankhamen, Cog

@Demmy
Atticus Shaw, Treasure-Hunting Pirate
Neetah Von Gre, Canisus Mechanic
 
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Area List

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    Name: Mayvis

    Geography: Mayvis is Ericus' major port city, and the entry point for most incomers to the continent. It boasts a vivid marketplace that surrounds the port. There's also a coliseum, where inventors can battle their inventions; people often bet currency on these matches. There's also a tavern where adventurers and hired hands gather, hoping to find work from incoming and outgoing travelers.

    Location: Mayvis is located on the western edge of Ericus.

    Created by @Pravitas
    Name: Melvinnia

    Geography: Melvinnia is the central hub and largest city of Ericus. It boasts a massive trading bazaar, a school of alchemy, and an inventor's block. There's also a port that many airships dock and depart. It's essentially a tourist trap.

    Location: Melvinnia is located in the center of Ericus.


    Created by @Vivian
    Continent: Ericus

    Name: The Counsel Mountain

    Geography: On a lonely, tall mountain in the middle of a plain lies the Giants' only form of government. When a time comes when the fate of the entire Giant race (or a fair amount of it) must be chosen, the four oldest and wisest Giants in Avion and the Judge, who passes the final decision, gather here. If a human king wants to gain the aid of the Giants in a large war of his, he must go there.

    Location: North and a bit East of Melivennia

    Created by @Crono
    Continent: Ericus

    Name: The Red City

    Geography: A massive, busy trading hub full of tight streets, bars, and brothels. Often referred to the heart of Avion's trade, putting it at odds with Melivennia. It is also known to be a place of great corruption where you can go broke in a minute. There is quite a few rumors surrounding the unannounced birth of its current leader, who didn't show her face until she took the throne. The Red City is known to be at the forfront of technology, expecally medical. The Red City Prision, a massive tower on a nearby island, is completely forbidden from entering under punishment of death.
    (Think Vegas crossed with mideval Japan and a shit ton of evil.)

    Location: Most of the island to the Northwest of Ericus.

    Created by @Crono
    Name: The Red Desert

    Continent: Ericus

    Geography: The Red Desert is a desert region that surrounds The Red City, famous for its red sands. The sand is unusually soft, but not enough to cause people to sink. Many believe it is due to creatures that shift below the surface…

    There's just enough plant life present for the Snek race that inhabits the Red Desert to thrive. Water is also plentiful enough for their kind.

    Location: The Red Desert surrounds The Red City.

    Created by @Pravitas
    Name: Under Isle

    Continent: Ericus

    Geography: Under Isle is an underground city consisting of tunnels and the open spaces between them, which usually house buildings and the like. It's the hub for all the villainy and nastiness that Ericus has to offer. The guild "Macabre Dancers' makes their home here. An almost lawless place, many survival games are held, with great prizes being offered to anyone who can survive. Despite the general lawlessness, those who reside here have an unheard code they adhere by, never stealing or killing each other, lest they open themselves up to retaliation.

    Location: An isolated island in the Southeast of Ericus.

    Created by @Pravitas
    Name: Gruff Town

    Continent (Exclude if Submitting New Continent): Ericus

    Geography: Gruff Town is a rural town that lacks any considerable amount of technology. Its citizens thrive on a local guild and goat taming. A lot of the inhabitants of Gruff Town are Gaots, a goatshifter race. The most notable area of Gruff Town is the market, where they sell a wide assortment of goat-based products. Just don't ask for goat meat.

    Location (In Relation to Center of Continent / In Relation to Other Continents): To the Southeast of Melvinnia, near the sea

    Created by @Pravitas
    .:| Name |:.
    Zaniar

    .:| Continent |:.
    Ericus

    .:| Geography |:.
    Small in size, Zaniar is a small town home to may Artists.
    Due to it´s beautiful scenery any time of year it´s also a dream romantic
    spot. From the golden forest parks in the autumn to the snow covered rose gardens
    in the winter, the people of Zaniar highly respect nature. leaving all areas of the place clean
    and un-littered. In the center rests a water fountain in a squared area, the buildings around are in ¨L¨
    shapes allowing four roads in the direct middle of each side. All buildings are like that found like that in close
    quarters from each other. Shops are found in the middle and second rows of buildings in Zaniar, Homes can be found in
    the ¨L¨ shaped patterns from the 3 row of buildings back to the 6th.

    .:| Location |:.
    In the top right corner of Ericus.

    Created by @Periodically Incorrect
    Name: Hearth hold

    Continent: Ericus

    Geography: Three low peaks surrounded by low hills that fade into plains on three sides, with a protected harbor on the last side. The central craftsmen workshops and forge are off limits to outsiders, but the inside market welcomes most visitors and being so close to Mayvis and Melvinnia trade is the life blood of the city. One of the two major dwarven citites.

    Location: Just south of Mayvis right along the close in the bay near the second small island.

    Created by @E.T.
    Name: Telfen Hold

    Continent: Ericus

    Geography: In the steady rolling hills this hold rises like a mountain. Built from a deep red stone it is a citadel surrounded by a flourishing town. Built atop deep running mines the dwarves that call this place home have flourished for a long time by mining and selling the iron and other metals they refine.

    Location: Situated towards the center of the triangle formed by Counsel Mountain, Gruff Town, and Featherleaf Woods, although leaning a bit more towards the northwest.

    Created by @E.T.
    Name: Featherleaf Woods

    Continent (Exclude if Submitting New Continent): Ericus

    Geography: The Featherleaf Woods is a thick forest that thins out when you approach the bodies of water, the forest is rich in herbs and various plants (both edible and toxic) and is riddled with various violent species. Near the ocean, it maintains its forest-like appearance but is thinner than parts farther from the forest, throughout the forest, there are lakes that connect to the ocean. This allows marine life to hunt animals that are deeper in the forest.

    Location (In Relation to Center of Continent / In Relation to Other Continents): Just keep traveling East of The Red City until you see that strip of land.

    Created by @Vivian
    Name: Melvinnia, Redlands & Mayvis Railway (MR&MR)

    Continent: Ericus

    Geography: The main railway company serving Ericus' largest cities and numerous other towns, villages, and industries. Originally built as a direct link between Mayvis and Melvinnia, quickly expanded to include The Red City. Acquired several smaller railway companies to eventually become what it is today. Notable stops include Melvinnia, Mayvis, The Red City, Hearth Hold, Telfen Hold, Gruff Town, and Zaniar with stops in-between.

    Location: Ericus, continent-wide, except Counsel Mountain and Featherleaf Woods

    Created by @Gresley Wilde
    Name: Mayvis Central Station

    Continent: Ericus

    Geography: Mayvis' central railway station. Features a grand station building and waiting room with many tracks and countless passenger trains arriving and departing for destinations across Ericus.

    Location: Mayvis

    Created by @Gresley Wilde
    Name: Saint Waverly Station

    Continent: Ericus

    Geography: Melvinnia's main railway station. By far the largest and busiest on the continent. Features over 50 tracks with most in use at any time of the day. Passenger trains coming and going every few minutes. Can hop a train to just about anywhere across the continent quickly and comfortably.

    Location: Melvinnia

    Created by @Gresley Wilde
    Name: Ruby Street Station

    Continent: Ericus

    Geography: The Red City's central railway station. Originally grand, the station's exterior has become somewhat run-down, as if representative of the city's reputation. The interior, however, is kept immaculate. Terra cotta tiled floors and colorful tile mosaics decorate the waiting room. Unlike the other Ericus stations, Ruby Street's platforms are open to the air, rather than housed under large glass shedding.

    Location: The Red City

    Created by @Gresley Wilde
    Name: Mayvis Yards and Locomotive Works

    Continent: Ericus

    Geography: Occupying dozens upon dozens of acres of land, Mayvis Yards is the main railway yards of Mayvis. Features expansive sorting and storage yards for freight and passenger cars, a large roundhouse, railway offices, and a massive locomotive and car works. The roundhouse stores and maintains locomotives that work in, around, and out of Mayvis, including the docks and yards. The locomotive works builds and carries out major maintenance of locomotives for use on the railway. The car works serve a similar function, but for the railway's freight and passenger cars. The offices deal with the needs of the whole facility.

    Location: Mayvis, adjacent to the docks.

    Created by @Gresley Wilde



 
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Race List

  • Name: Humans


    Appearance: Humans look pretty normal. They have a somewhat round head, with a mouth, nose, two eyes, and two ears, usually covered with hair. They also have two arms and two legs. Yep. The literal definition of humanoid.


    Abilities: Humans don't have any particularly special "abilities", perse, but thanks to recent strides in steam works and alchemy, they've managed to create artificial magic.


    History: Humans have been around for as long as… Well, for as long as they've been around. It's been a while. From humble beginnings, they rose up to become one of the most dominant races in the world, with their massive cities and their flying contraptions. They don't always get along well with other races, so there's been a number of conflicts with them. Luckily, Avion is currently in an age of relative peace.


    Behavior: Most humans are assholes. They tend to do what they want, when they want, with little to no regard for those around them. On the other side of the coin, some of them are amazing, harboring a great love for the world and its inhabitants. Humans generally stick together, one of their greatest strengths being that of numbers. They're riddled with an insatiable curiosity that's led to some of their greatest discoveries.


    Strengths: Humans are perseverant beings that stick together to overcome obstacles. Their intellect and wisdom is superseded by few other races. Their greatest strength is in their numbers, humans being one of the most common beings on Avion.


    Weaknesses: Compared to other races, humans are a bit frail. They don't have natural access to magic, and their bodies aren't protected by scales. As such, their forced to rely on their intellect and ability to strategize in order to survive. Another possible weakness of theirs is their occasional close-mindedness, which has led to more than one or two conflicts.


    Created by @Pravitas
  • Name: Forean Elves


    Appearance: Forean Elves look much like humans, the only visible difference being that in their pointed ears. Additionally, male elves tend to be taller than the average human, while female elves tend to be shorter. One common trait amongst all Forean Elves is their silvery blue hair.


    Abilities: Forean Elves are one with nature, and can command it at will. They can cause trees to sprout from the ground, as well as summon all varieties of species. They also possess the ability to use elemental magic of the water type, while having a general disliking of elemental fire magic due to its destructive properties.


    History: Forean Elves have been around for as long as anyone can remember, though they're rarely seen. Due to their general dislike for the outside world, they tend to stick to their forest on the continent of Forea, which is protected by Manteas and a magical barrier that even expert magic users have failed to shatter. Recently, however, their king has fallen ill…


    Behavior: Forean Elves tend to stick to their own kind, harboring a general dislike for most other races, labeling them as 'brutes'. Within the Forean Elven community is a monarchy like hierarchy, which possesses a king and a queen.


    Forean Elves have a dislike for fire magic, and are liable to shun anyone who uses it. Despite this, Forean Elves are peace-loving folk that don't mess with anyone that doesn't mess with them.


    Strengths: Forean Elves are masters of medicine and nature, demonstrating a full understanding of the former, and complete control of the latter. They're a very intelligent race, even more so than humans, and now well how to handle magic. They're a tight knit community that sticks together. They're also experienced in climbing, as well as archery. The ability to tame species is another trait of theirs, which greatly adds to their combative effectiveness.


    Weaknesses: Forean Elves are very close-minded and generally refuse to give the outside world any chances. This also gives demonstration to their stubbornness. Most of them aren't very effective in close range combat, much preferring to stay back and attack with ranged weapons. They also have a dislike for fire, both magic and natural.

    Created by @Pravitas
  • Name: Muse

    Appearance: Muse appear as human as any other being, the only difference in their appearance being their pointed ears. Muse height ranges from 4' to 7', with males being towards the tall extreme, females being towards the short extreme.

    Abilities: Muse use art-oriented magics that vary depending on their practice. Muse that draw are capable of summoning forth their drawings. Muse that sing have more psychological effects, while those that play instruments are generally masters of defensive magic.

    History: Muse started out in Ericus, living in a small town near the east coast called Zaniar. Being a peaceful race, they haven't engaged in any conflicts, nor have they sought to expand their area of influence. Muse that do decide to travel often join adventurers and act as a bard of sorts.

    Behavior: Muse are an art-loving race that thrive on their artistic talents. If they aren't eating or sleeping, they're likely engaging in their field of expertise, be it singing, drawing, painting, instrument playing, or whatever. Muse are also a generally friendly race that value what is right. It is not uncommon for a Muse to decide to accompany a traveling company to provide supportive magic.

    Strengths: Muse are capable of using art-related magic, mostly defensive in nature.

    Weaknesses: Muse are generally peace-loving, and most Muse magic isn't optimized for a front line combat role.

    Created by @Pravitas
  • Name: Gaots

    Appearance: Gaots appear human in nature, but possess goat horns and ears. They resemble a goat when they transform. They're generally short, rarely growing taller than 4'.

    Abilities: Gaots are capable of turning into goats.

    History: Gaots are a standalone race that prefer to stick to themselves. As they almost never leave Gruff Town, there isn't much to be said about their history, except to mention the founding of the town they call home.

    Gaots rely on the various goat-related products they yield from goat-taming to survive their small town. A recently formed guild known as Gaots Guild aids in earning more for their town, by completing odd jobs here and there.

    Behavior: Gaots are a race that prefer to stick to themselves, viewing interaction with other races as having little benefit. They're farming people who rely little on technology. Many of them are also short-tempered, and will likely "go goat" on someone that pisses them off. Gaots, however, do not actively seek trouble. "Stick to yours and I'll stick to mine," is their motto.

    Strengths: They can turn into goats and are good at farming. They aren't troublesome beings.

    Weaknesses: They tend to have short tempers, and are ill-suited for combat without training.

    Created by @Pravitas
  • Name:
    Mimic

    Appearance:
    Mimics take the appearance of bare human women when outside their 'shells', and wear no garments save for some stolen jewelry. Mimic 'shells' are usually treasure chests, and occasionally, other containers like vases. Higher-level mimics use doors and towngates.

    Abilities:
    Mimics draw magical power as long as a part of them is attached to their pocket dimension. Magic varies and can be learnt.
    Mimics live in the Mimic Realm, where they can percieve - but not interact with - our world. (Think the Shadowzone) They can access our realm through 'containers' that act as gateways to our realm - primarily treasure chests and vases. However, higher-levelled Mimic can access our realm through doors and literal gates.
    Their 'shells' will be enhanced manyfold in endurance, making the softest wood as hard as iron.

    History:
    The Mimics were a synthetic Fae race created by ancient alchemists in a failed experiment. In a failed attempt to create a homonculus using fairy dust and a bunch of other ingredients, they created a different dimension with its own, odd life.
    Little else is known about these tough cookies about their past, but they are considered pests and are very annoying.

    Behavior:
    Mimics, while fully sentient and aware of their mischief, tend to thrive near dangerous dungeons with lots of loot. They love to horde treasure, which does explain why they will appear in bazaars and black markets, too.
    Mimics require human males for reproductive purposes.

    Strengths:
    Mimics are known for being crafty. Each Mimic acts differently, though, and hence each encounter is as unpredictable as the other.

    Weaknesses:
    Mimics draw power from their dimension. As long as they are fully detached from this dimension or without an anchor, they are powerless. As long as they are, their stamina is limitless.

    Variants:
    Mimics have all kinds of containers, from Vases to Treasure Chests, depending on habitat. These are usual non-mobile mimics. However, the special Matryoshka Mimic is rare, and it is impossible to realise it at first glance. It is said that the moore mobile Matryoshka Mimics are more dangerous than annoying, and no one has ever returned from a fight with one.

    Created by @Crow
  • Name: Serpen

    Appearance: All Draco's are female, they all also have a serpent tail instead of legs, they have scales that cover certain parts of their body, but this is heavily influenced by the subspecies. In short, a serpents lower half, a woman's upper half. It's not uncommon for them to dress in more 'revealing' clothing. They all have a forked tongue, and slit pupils, some do have long pointy ears and fangs, but this trait is sometimes skipped depending on the mother. They're usually between 7-8 meters when fully grown (head to tail).

    Hydrus: They're a water based subclass. Unlike land Serpen they can remain under water for hours at a time but must resurface to get air. Their arms have a fin-like adaptation that allows them easier swimming in the water. Some also have them going down their tail. They're hard enough to be considered a bone and are used as a weapon when dealing with other marine life (such as Sivs).

    Dracos: Dracos are another land based subclass. Unlike Serpens they have wings that resemble a dragon's, because of their high protein diet, they're useless for flight but do allow some gliding. Usually, they are used to intimidate bigger species to avoid fights. Additionally, they usually have scales that cover their arms and talons. They're the most species like of their race.

    Abilities: They're skilled in creating poisons that can either be injected or burned, because of this they're immune to a variety of toxins and even create more to add onto their resistance and sell their creations in the market for money. In addition to this most Serpen' are skilled in hand to hand combat, those that aren't can still snap a man's leg with a flick of their tail or choke them to death. Usually their tail is powerful enough to bend steel. All Serpen are excellent swimmers and have a Jacobson's Organ that allows them to 'taste' smells in addition to this they're capable of picking up heat signatures. This allows them to track prey down even in the dark.

    History: Serpen have had a long history in luring men (whether it be by their sex appeal or toxins) for the sake of reproducing and sometimes even consumption, because of this they're feared by both men and women (primarily wives, hide your husbands ladies) and have been known to rape unwilling targets, with their skills in toxins this has only been made easier. Aside from that, they have no history but are certainly disliked.

    Behavior: They tend to avoid other Serpen that aren't their daughters, and once they've reached a certain age they leave home, but that doesn't mean they're not friends it just makes 'work' easier for them. Serpen are lustful and in no ways shy, they're cunning in getting what they want and are naturally good actresses.

    Strengths: Lethal in the desert, Poisons, Constriction, Capable of swimming, Tail, Climbing, Durability (they can fall out of a tree and still be okay)

    Weaknesses: They're unable to control their body heat, so they rely heavily on outside sources, During the period they shed their skin their vision is hindered (if you try and approach them during this time they lash out violently), Their human half is no stronger than a female

    Created by @Vivian
  • Name: Canisus

    Appearance: Canisus have a range of appearances. Some look like normal humans and other have wolfish characteristics. For example, some may have claws and canine ears instead of hands and human ears.

    Abilities: Canisus have enhanced senses and the ability to morph into any canine species. That said, not all are able to do so. The ability is slowly being lost due to breeding with other species.

    History: Originally the species lived in packs deep in the Featherleaf Woods. However, with new technology they have dispersed across the land. Other than this, their history has been relatively peaceful.

    Behaviour: Their behaviour depends on what form they are in. When humanoid they tend to act like any human would. As canines, they may act like normal canines. Soemtimes different behaviours may cross between the two different states. for example, a humanoid may have canine like beaviour such as sniffing and tail wagging.

    Strengths:
    - Hunting
    - Tracking
    - Foraging
    - Physical combat

    Weaknesses:
    - Sugar induced sickness
    - Sensitive senses
    - Hate dog whistles

    Created by @Demmy
  • Name: Tengeri

    Appearance:
    Their upper body takes on the appearance of human, or human-likeness, while their lower body is reminiscent in design to a fish mixed with a dolphin. The base color of their tail, while any color is possible, is always one solid color. Their fins, however, tend to match their eyes and can be completely different from the base. Any color combination is possible. The Tengeri are also known for a unique scale formation on the skin that gives off the appearance of gemstones embedded in the skin. Aside from the "fan" fin at the tip of the tail, there are three additional fins that help the Tengeri move underwater with ease. These are located on either side of the "thigh" region, just below the middle mark, and right above the fanning tip. The tails themselves can grow to be 5 feet long, however the tail is proportionate to the body and can be either longer or shorter than this average.

    Dubbed the Pokora, or 'Plagued Ones", are a group of Tengeri that have been mutated by the pollution of the waters. Their skin and scales darken and become muddy, their skin developing shiny silver or copper colored markings. Their hair turns white and their eyes shift to gold or silver irises with black sclarae. Their fingers develop webs between them and sharp claw-like nails, and over time their tails have turned on their sides (think shark instead of whale) with blade-like dorsal fins running down the length of their spin and tail.

    Abilities:
    All Tengeri have the ability to communicate with and understand sea life, using the same telepathic method they use to communicate with one another.

    A little more rare is the ability to manipulate the underwater currents, while many are able to influence it, only the true nobility can control it completely. This ability is linked with the phases of the moon; Full granting the most power, New granting the least if at all. (This translates to water manipulation outside of water, however this doesn't happen all that often as they prefer remaining in the ocean.)

    Healthy Tengeri have developed the ability to sing underwater which creates a calming, blissful effect in those who hear it. However this ability has been mutated in the Pokora, turning into a disorienting screech that will drive one mad if exposed for too long.

    And unlike their healthy counterparts, Pokora cannot exit water for any amount of time. While they can poke their heads above water, their bodies will dehydrate within minutes of leaving the water whereas healthy Tengeri can live up to 48 hours outside of water. Access to fresh water will only extend their time by 12 hours as their bodies are used to salt water.

    History:
    Their influence on the outside world has been so minimal that the Tengeri are, in most respects, considered extinct... Mythological even. However they've been around for a very long time and have had quite a few incidents of their own below the waves. A once united people, the Tengeri lived in a beautiful underwater kingdom known as Morwyncrest. At the center stood the beacon of their civilization, a shimmering city of silver full of bright coral and other various aquatic plants. It teemed with sea life living in harmony with the Tengeri people. Tengeri royalty and upper class lived in this city while the commoners lived near the coral reefs off the shoreline of Ericus. People accepted this way of life, living happily for generations... Until the landpeople began building their cities and dumping their waste into the ocean.

    Pollution began killing off the coral reef, making the commoners that lived there sick like nothing they had ever seen before. Fearing for their lives, the commoner Tengeri fled to Atlas seeking asylum from the toxins filling their homes. However, upon seeing the plagued states of their brethren they turned their backs and forced them away. This caused great tension between the upper class and the commoners causing fights to break out in and around the city of Atlas. Civil war tore the people apart, driving what remained of the upper class out into the depths of the ocean and leaving the shining city in ruin. The war claimed the lives of most of the male Tengeri population, making them a rare sight to come by.

    Behavior:
    Tengeri like to travel in large pods, however with their sparce numbers, it is more common to see them travelling in pairs or groups of 3. In general they are a kind but fairly vain people, taking great pride in their looks. Ever since the civil war, they have become a lot more cautious, rarely showing themselves to strangers unless their help is needed.

    Those afflicted by the plague have become incredibly aggressive and will attack anyone they come across, including each other at times.

    Strengths:
    (Healthy)- Water/Current Manipulation, Speed, Sea life communication
    (Pokora)- Physical strength, Predatory Instincts

    Weaknesses:
    (Healthy)- Vanity, Physical Strength, Rapid Dehydration
    (Pokora)- Agression, Speed, Rapid Dehydration

    Created by @WeepingLiberty
  • Name: Striga

    Appearance: Aside from peculiar hair and eye colors they look very much like humans.

    Abilities: Primarily defensive magic such as barriers, seals, healing. Some are capable of making potions (because of their gentle nature these potions are healing oriented). Striga are capable of releasing an amount of offensive magic, but it comes back to them at x3 the power they originally released. For example, if one were to release enough magic to feel like you've been punched it would come back to them and feel like they've been hit with a sludge hammer. Extremely destructive magic leaves them in shambles and inevitably dead.

    Additionally, magic such as Barriers and healing (other people) is magic that leaves the body and must be regenerated later on, meaning a Striga can 'run out' of magic for the day, but magic that remains in the body (self-healing) can be reused over and over again until it leaves the body.

    History: Striga have maintained a decent relationship with most races and have been organized enough to have a city where they all live in. They have a long history of being doctors in various towns and cities because of their amazing healing capabilities and some supporting adventures with their barriers and seals.

    Behavior: They're a gentle race and try to avoid conflict as much as possible and have been known to help travelers regardless of their history. So long as they mean no harm to them, they'll help them however they can.

    Strengths: Defensive magic, amazing control of their magic

    Weaknesses: Combat skills are nonexistent (the most they would be able to do was pull your hair or throw a couple of baby punches)

    Created by @Vivian
 
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Species List

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  • .:| Name |:.
    Goblins

    .:| Appearance |:.
    Goblins are short green creatures that typically wear clothing made from animal hide.
    The tallest a goblin will grow to be is 4 feet, and the shortest is 2 feet nine inches.
    Along with their green skin their eyes tend to be shades of blues, yellows, and browns; their
    hair typically black, brown, silver, or a dark shade of blue. Body structure is mainly the same between
    all goblins, Goblins are tinkers meaning that they love to build so they all have a semi muscular build.

    .:| Behavior |:.
    Goblins are practical thiefs, they run around most of the night
    taking things from other places that they can use to build large cities
    for themselves. Goblins only interact with other goblins and occasionally people
    when the person has something the Goblin wants and is trying to persuade them to hand it over.

    .:| Habitat |:.
    Goblins build themselves small city's typically up in the trees so
    forests are an ideal place to live for them. Other times when they want people to
    know that they are around they will build themselves large city's, typically away from water.

    .:| Strengths |:.
    Building
    Inventing
    Fighting hand to hand
    Persuasion
    Sneaking about.
    Climbing
    Camouflage

    .:| Weaknesses |:.
    Their temper
    Speed and stamina
    Following Directions
    Swimming

    .:| Variants |:.
    Their are no currently known Varients
    of Goblins

    Created by @Periodically Incorrect
  • Name: Jukon (Jew-kon)

    Appearance:
    A jukon is a small rabbit-like mammal with wings and a long, thin, feather-tipped tail. On average they only grow to be about a foot and a half tall when standing on their hind legs. The main body is covered with a soft fur and comes in a variety of colors (brown, black, white, pale blue, pink rose); fur color and feather color usually match, variants excluded.

    Behavior:
    Jukons are known for being very friendly and none too shy, usually found in small groups of five to seven. If threatened, a jukon will completely extend their wings to make themselves appear bigger and squeal a warning. Should the threat remain, male jukon are likely to flee while females are more likely to attack by biting or kicking. Curious and playful, these social butterflies enjoy exploring and causing mischief, often stealing food or small trinkets from people so they will engage in a game of tag. None to surprising that this particular critter is an herbivore

    Habitat: *Native to Kelluva Isle* Underground dens, large tree tops, and man-made hutches

    Strengths: Nimble flight, Speed, Small size, Disarmingly adorable

    Weaknesses: Loud noises, Small size, Overly friendly/trusting, Curiosity

    Variants:
    {There are several different variants for this species.}

    Spotted Jukon: This term refers to a color variant that marks the fur with one of three unusual patterns; spots, spirals, or zig zags.

    Devil Jukon: A much more aggressive strain of Jukon, this particular variant makes its home in the mountains and is only social with its own kind. Its appearance differs slightly from the regular Jukon, having thin wings like those of a bat and a sharp blade-like spade for the tip of their tail. This particular variant is only known to come in two colors, black for the males, and grey for the females. Albino variants rare but possible.

    Armored Jukon: Known for their larger size, this variant of Jukon can grow up to be the size of a small dog. Too large for flight, the Armored Jukon developed a thick shell-like skin over their wings that they use to protect their bodies from predators. This variant tends to mind its own business but is known to be docile in nature.

    Created by @WeepingLiberty
  • Name: Marion

    Appearance: Marions are tattered faeries that appear humanoid, but lack the sentience or philosophical nature to be considered a race. Wingless creatures, they're still capable of floating, much like Pesters. One interesting fact about their appearance is that they almost appear doll-like, as though they're animated mannequins. Another important note is that all Marions are female.

    Behavior: Marions are mindless beings, lacking sentience. Their general behavior consists of chasing and possessing people, and then copulating with said people in order to reproduce. Outside of being used for copulation, Marions also enjoy to play with people they've possessed, toying with them as though they were puppets. Likewise, Marions are unlikely to flee, unless a large threat is to approach.

    Habitat: Marions are native to the Faerie Forest on Forea.

    Strengths: Marions are capable of possessing races and other species. They are also capable of floating. They possess strength in numbers, as they usually travel in groups.

    Weaknesses: Marions are slow, and fragile, due to their mannequin like body structure.

    Variants: No known variants currently exist.

    Created by @Pravitas
  • Name: Songstress

    Appearance: Songstress are another variety of faerie that resemble humans, though they often appear transparent to the average eye. The sheet music markings on their bodies signify what type of song they sing. Their skin is a pale white, as is their hair, the only differing color being the blackness of the notes on their skin.

    Behavior: Songstresses behave much like sirens. They gather in one place and sing, drawing the attention of males to aid in copulation, Songstresses being only female. Songstresses respond to any form of danger by ceasing their singing and flying away, though most danger is warded off by their song. As a target gets closer and closer to a Songstress, their song intensifies. Songstresses usually remain together in groups called "choruses".

    Habitat: Songstresses make their home in the Faerie Forest, as well as Featherleaf Woods, where they exhibit a symbiotic relationship with Featherleaf birds.

    Strengths: Strong singing voice capable of hypnosis. Flight, strength in numbers.

    Weaknesses: Fragile, easily frightened, incapable of combat.

    Variants: No known variants currently exist.

    Created by @Pravitas
  • Name: Vaeries

    Appearance: Vaeries appear humanoid, but come in a variety of different colors. Tattered beings, Vaeries are often grotesque in appearance, in a way that would ward any seasoned traveler off. All Vaeries possess a blindfold marking over their "eyes" that hinders sight. Vaeries are genderless, and reproduce through detached limbs growing new bodies after a week.

    Behavior: Vaeries act only on instinct, and wander around aimlessly looking for someone or something to synch with. If a living thing makes "eye contact" with a Vaerie, they become synched to it. Anything the Vaerie does to itself will be reflected on the synched target. Vaeries are blind, and don't intentionally travel in groups, even if they appear in one. Reproduction is performed through detached limbs growing new bodies, which takes about a week.

    Habitat: Vaeries are exclusively native to Faerie Forest in Forea.

    Strengths: Vaeries are capable of synching with other living things, reflecting bodily injuries.

    Weaknesses: Vaeries are blind, but can sense when synching has occurred. Their bodies are also highly flammable, and burning limb stumps can prevent new bodies from growing. They also die if their synched target dies.

    Variants: No known variants currently exist.

    Created by @Pravitas
  • Name: Dragonfaeries

    Appearance: Dragonfaeries are small humanoids that don't grow any taller than 4'. They possess pointed ears and fanged teeth, though they rarely bite living targets. They possess wings, making them capable of flight.

    Behavior: Dragonfaeries control dragons through a tone that races and other species are incapable of hearing. Incapable of complex thought, the only orders Dragonfaeries issue to their dragon pawns is to "destroy and kill". Dragonfaeries generally move about alone, not needing companionship with one another when they have a giant dragon at their command. Dragonfaeries rarely show themselves, preferring to stay hidden while their dragon partners wreak havoc.

    Habitat: Dragonfaeries are native to the unidentified island of Makana, Metalscale Forest, and the Faerie Forest.

    Strengths: Dragonfaeries are capable of controlling dragons, though only one at a time. They also possess excellent hearing and sharp fangs. Their wings also allow flight.

    Weaknesses: Dragonfaeries are weak on their own, travel solo, and any caught without a dragon will be easily dispatched.

    Variants: No known variants currently exist.

    Created by @Pravitas
  • Name: Necrofaeries

    Appearance: Necrofaeries are pale humanoids, small in size (only growing up to be about as large as Dragonfaeries, with some being as short as 2'). They possess wings like those of bats, and these, along with their hair, are usually pitch black. They lack any other distinguishing characteristics, outside of their fangs and nakedness.

    Behavior: Necrofaeries appear to be very apathetic beings, who seem to be drowned in a constant state of depression. They travel in groups, and typically hang around crows. They reproduce by copulating with travelers that have been wounded and are unable to fight back or run away.

    Habitat: Necrofaeries live in Faerie Forest, though some inhabit caves and the like throughout the world.

    Strengths: Necrofaeries cause decay for as long as they're touching something, ultimately leading to death. They're also capable of flight, and biting through the use of their fangs.

    Weaknesses: Necrofaeries are a very gloomy species, and as anything gloomy would be, they are rather slow. Also, while pesky, they aren't very efficient at combat, and generally leave healthy, active travelers alone.

    Variants: No known variants currently exist.

    Created by @Pravitas
  • Name: Tehteh

    Appearance: They look like mosquitoes, but are the size of a dime. Their stick thin body swells as they gorge themselves on blood. They have a long proboscis that they use to pierce the skin of their victims. Their offspring look like white worms and are about a centimeter in length.

    Behavior: Tehtehs tend to swarm around a food source once it's been found. Doesn't matter if it's covered in hair or feathers, they will swarm and cover the creature in order to feed on their blood. They're opportunists, extremely ravenous, and come together in large groups by the thousands. They lay their eggs in the water and, once they hatch, feed on algae until they squirm onto land and become tehtehs.

    Habitat: Places with high humidity, especially swamps and tropical areas

    Strengths: Strength in numbers, their needle-like proboscis

    Weaknesses: Can be easily swatted away, bug spray, any kind of repellent, smoke, incense

    Variants: There's rumors of even larger tehtehs that are the size of a ping pong ball, but so far no one has seen it.

    Other: Tehtehs have been known to pass on disease to people.

    Created by @chaosheart13
  • Name: Aves

    Appearance: They're colorful and sometimes can grow up to the size of a man, they have four wings, their bodies are snake like but end with feathers at the tip of their tail. Older Aves have a mane like hair going down the middle of their body.

    Behavior: They travel in flocks with one large Aves acting as a wind breaker for smaller Aves, smaller Aves fly beneath the wings of the larger one. Their wings fold against their body, and this allows them to slither in trees or on land but because of their wings, they avoid water. They're docile creatures and aren't particularly smart. They fly aimlessly with no set direction. Because of their always moving nature they lay their eggs and move on their young hatch and learn to fly almost immediately, if not, they die. They eat small animals such as rabbits as well. Like snakes, they don't require to eat every day.

    Habitat: They prefer climates that are humid or warm.

    Strengths: Flight, Can fly for extensive periods of time

    Weaknesses: Rain/water, Nets, Predators

    Variants: Some Aves are more lizard-like than snake-like. It's a random mutation but this doesn't increase or decrease their survival rate. Aside from limbs they display similar behavior to their limbless counterpart.

    Created by @Vivian
  • Name: Ubes

    Appearance: They grow to be about the size of a whale, their bodies are sort of a square shape (more prominent around the snout) and their tails are flat and ideal for paddling. On the top of their heads is a blowhole.

    Behavior: They're a gentle species and are intelligent. They live in groups with about ten adults and some children. They've been known to help sailors who've lost their ship at sea get back to land. They're usually very dull colors such as grey.

    Habitat: Fresh and Saltwater

    Strengths: Able to dive deep into the ocean, intelligence, Swimming

    Weaknesses: Land, Natural predators,

    Variants: None

    Created by @Vivian
  • .:| Name |:.
    Phenfox

    .:| Appearance |:.
    When a Phenfox is born and regenerates from from the ash it's the size of an average baby mouse.
    they are very easy to miss, but very social. Their fur color actually runs through the rainbow, whenever they regenerate
    their fur color is either another shade of the same color and they work through shades at a time, or
    they change whole colors so from Purple to blue and their accent color from Yellow to Orange
    Because the Phenfox is a loyal pet it will grow with you and often times reach maturity with you.
    When the Phenfox reaches maturity they are as large as the average four week old kitten.

    .:| Behavior |:.
    The Phenfox, depending on what type of life the Phenfox is given depends
    on the behavior.

    When a Phenfox is born and someone isn't their they'll be courious, they'll
    search the room several times over. Each time they search the room becoming angry
    to the point they won't want anything to do with humans. They will then run off where ever
    becoming hostile toward anyone or anything really, they want to live their life in solitude.

    However if someone is their when a Phenfox is born, a Phenfox will
    trust them like a mother because they are young and feel that they need
    someone their for them. A Phenfox will then stick with the owner and grow with them
    as a sign of their loyalty. When the owner of the Phenfox dies, the Phenfox will crumble into
    a pile of ash along side their master to be reborn.

    .:| Habitat |:.
    Phenfoxes originated on Astrival.
    Despite the protests of K - 9, Phenfoxes were
    wanted animals for their rarity, they could be sold
    at high prices. Very few were sold and caught before
    K - 9 Made it Illegal to take any animals to or from the
    continent. If any were found smuggled then they would be
    confiscated and trained to go back to the wild.
    So, very few are seen housed OR in the wild on other continents.

    .:| Strengths |:.
    Their ability to adapt to new environments quickly
    Agile and fast
    Loud and Obnoxious when needed
    Remembering objects places
    Gives good cuddles

    .:| Weaknesses |:.
    Unable to Swim - Afraid of water
    Colorblind
    Issues getting used to new people
    The need of their owner
    //
    The hostility toward every living thing

    .:| Variants |:.
    Their are no Currently found
    or known variants of the Phenfox

    Created by @Periodically Incorrect
  • Name: Cresol

    Appearance: Shaped like red snappers, Cresols grow up to three feet and can weigh up to 20 pounds. Their scales are a yellowish gold color while their fins are black. Females tend to be larger. Cresol eggs are black in color.

    Behavior: Cresols travel in schools as a safety measure. While one Cresol is hunted down by a predator, the rest can escape to safety. The males become fairly aggressive to not only other males, but predators as well whenever it's mating season. Cresols feed on small fish that are also in schools, chasing down the school so that they can play a game of cat and mouse, with the end result being the Cresols having a good meal.

    Habitat: Ocean and seas

    Strengths: Their aggressive nature during mating season for the males, their stubbornness, their stamina

    Weaknesses: The color of their scales, will flock right into fishing nets if there's food in it

    Variants: There are no known variants of Cresols.

    Created by @chaosheart13
  • Name: Wingding

    Appearance: Wingdings are slender white fish that can reach up to 5 inches long. They resemble flying fish, with their fins adapted to hover over the water for a few seconds as they leap into the air. Their fins are light gray in color.

    Behavior: Wingdings have a habit of staying close to the surface of their ocean home. When danger approaches they begin leaping like mad, hovering over the water for a few seconds after they leapt. Wingdings have a habit of leaping into boats by accident, making for an easy catch. They can leap up to five feet above water.

    Habitat: Ocean and seas

    Strengths: Their jumping ability, nimble, come in large numbers

    Weaknesses: Jumping can land them onto a boat, capable of beaching themselves onto land

    Variants: There's a variety of Wingdings that are cream colored, they are said to taste sweeter.

    Fun fact: They are named Wingdings because of their ability to "fly" and because of the "dinging" noise whenever they land on a boat or beach themselves.

    Created by @chaosheart13
  • Name: Cracklerocks

    Appearance: Deep sea predators that were thought to be extinct, they are brown and gray in color. The most unusual thing about them, however, is that they have rocks growing from their bodies. They resemble coelacnths and can reach up to six and a half feet.

    Behavior: Cracklerocks mainly hunt for smaller fish, using their powerful fins to swim alongside currents for food. They are rather calm amongst each other, peacefully swimming even if they are stuck in a crowded cave filled with their kind. When predators approach, they immediately rush at them, using their rocks to scrape against their skin and create gashes on the predator's body.

    Habitat: Oceans and seas, mostly underwater caves

    Strengths: Rocks act as armor, efficient hunters

    Weaknesses: Heavy and sinks easily, sometimes rushes into a predator's mouth

    Variants: Some grow gemstones on their bodies instead of regular rocks. These are highly sought after. Another variant just grows crystals on their body that glow in the dark. The glowing crystal variant lures in pray through these crystals.

    Other: They get their name by rubbing against each other, creating a crackling sound when their rocks hit another cracklerock's rocks.

    Created by @chaosheart13
 
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Plot List
  • Name: Cure in Makana

    Details: A treasure hunting alchemist and an elven princess from Forea search for a cure for the ill Forean Elf King. Who do they meet along the way, and where will they find it?

    Players Involved (Tag Them): @Pravitas and @Vivian
  • Name: Red City Rebellion

    Details: A small rebellion faction led by Rias Rex seeks aid from the Giant Judge on Counsel Mountain in order to overthrow the current leader of The Red City, and hopefully lead it to a time of prosperity.

    Players Involved (Tag Them): @Pravitas, @Crono, @Vivian, @WeepingLiberty, and @Periodically Incorrect
  • .:| Name |:.
    The Clockwork Commission

    .:| Details |:.
    The goblins have been coming into Spring work and stealing parts
    from buildings and cars, and just about everything in the town. Springwork is slowly
    starting to fall apart and the residence are worried about having to move.
    The mayor of Spring work is very upset because he´s really only known this town.
    He´s looking for people to go out in search of the missing parts and help him put his city
    back together. He is also looking for people who would not mind taking up night shifts to try and keep
    the goblins away as others are recovering missing parts, and after they are able to rebuild the city.

    .:| Players Involved |:.
    @Periodically Incorrect, @Demmy, and @chaosheart13
  • Name: Buried treasure

    Details: It is believed that there is a small island surrounded by a thick mist in the middle if the three continents Ericus, Feora and Kelluva. On this island is said to be the treasure of an old pirate. From Mayvis the ship Envy will soon sail in order to find the treasure under the command of Captain Atticus

    Players Involved (Tag Them): @Demmy
  • Name: Feather and Iron

    Details: The battle scars of years past are still fresh in the minds of many Dwarves and Stroithra. Over the generations ambassidors from either side have tried to forge some kind of lasting peace but it has never been achieved. Now a new group of Stroithra travel with talks of peace, the way will not be easy as dangers patrol the skies and there is more than one that would see this ancient war continued.

    Players Involved: @Pravitas, @WeepingLiberty, and @E.T.
  • Name: Under the Sea

    Details:
    A small group of curious explorers set out on an adventure to discover the ruins of a long lost underwater civilization... But are the ruins really as deserted as they seem? These explorers might have bitten off a little more than they can chew.

    Players Involved (Tag Them): @WeepingLiberty, @Vivian, and @Pravitas
 
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Submission Forms

  • Name:

    Continent (Exclude if Submitting New Continent):

    Geography:

    Location (In Relation to Center of Continent / In Relation to Other Continents):
  • Name:

    Appearance:

    Abilities:

    History:

    Behavior:

    Strengths:

    Weaknesses:
  • Name:

    Appearance:

    Behavior:

    Habitat:

    Strengths:

    Weaknesses:

    Variants:

    Other:
  • Name:

    Details:

    Players Involved (Tag Them):
  • Name:

    Details:

    Base of Operations:

 
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Updates
8/31/2016

8/30/2016

8/26/2016

823/2016

8/22/2016

8/20/2016

8/19/2016

8/18/2016

8/17/2016

8/16/2016

8/15/2016
  • Updated the Cast List.
  • Added Zaniar, Hearth Hold, Telfen Hold, Whistling Roost, Faerie Forest, Forea Ruins, Kelluva Isle, Springwork, Heaven Spire, Bellavue City, Gateway Station, and Craigpoint Pier to Area List.
  • Added Imam, Stoithra, Volucris / Avis, Dwarves, Muse, Serpen, Mimics, and Gaots to Race List.
  • Added Goblins, Dragonfaeries, Necrofaeries, Vaeries, Marions, and Songstresses to Species List.
  • Added The Clockwork Commission to Plot List.
  • Added Esperit Vaixell and Macabre Dancers Guild to Organizations List.

8/14/2016

8/13/2016

8/12/2016
  • Added Astival, Metalscale Forest, Red City, Red Desert, Counsel Mountain, and Living Forest to Area List.
  • Added Giants, Sneks, Veneficas, Vexists, and Cogs to Race List.
  • Added Slin, Silverscale Dragons, Arach, Oroboros, and Featherleafs to Species List.
  • Added Cure in Makantet and Red City Rebellion to Plot List.
  • Added The Kobalt Uprise to Organizations List.
  • Added an IC Posting Format to General Information and Rules.

8/11/2016
  • Added Ericus, Forea, Makana, Mayvis, Melvinnia, Heiyaka, and Forean Forest to Area List.
  • Added Human, Forean Elf, Pester, Tripan, and Makantet to Race List.
  • Added Mantea, Mantra, Scorpio, and Sandgar to Species List.
 
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No worries. This'll be my last new idea for a while. At least, the last one I post.
 
Welcome aboard, @Crono! Will you be creating anything, or just waiting for the IC to get created?
 
Sweet! We need all the builders we can get to fill this empty world!
 
A NEW RACE APPROACHES!!!

Name: Giants

Appearance: Giants are, to be general, massive humanoids, ranging from 16 to 26 feet in height with muscular, thick skinned bodies. The rest, like hair or skin color, depends on where they live. For example: Desert wandering Giants tend to have tan skin and mains of long brown hair, while Giants who dwell in stormy regions have metallic blue with jet black, shorter hair.

Abilities: Their mighty size makes Giants amazingly strong, while their thick skin is as durable as iron. Besides that the older a Giant becomes the greater it's bond with the world around it becomes. Elder Giants can weild mighty natural magic depending on where they live: a Desert Elder being able to wip up sandstorms, a Storm Elder summoning wind, rain, and lightning.

History: Giants have populated Avion for as long as any book or mind can recall. They have no single home, and can be found in any of the continents. Some live in nomadic tribes, most find a home and build a small village for their families, and a few have tried to integrate themselves into other races' societies. Rarely do the Gaints involve themselves in the wars of other races, however their aid has been recorded to change the tide of the fight every time.

Behavior: Typically Giants are peaceful and friendly creatures, settling for a quiet, simple existence. Most find a way to live and stick with it, wanting little more from life. Giants tend to have no problem sharing the continents with the other races so long as they do not bother them. If pollution from a human city starts affecting a Giants' forest, they will be given time to fix it or the Giants crush the city. That said Giants are notoriously gullible, all it would take is a few honeyed words to make the Forest Giants leave the city alone for years. However caution is to be advised, nothing is more dangerous than a Giant who's figured out that he's been tricked.

Strengths: Aside from strength and thick skin Giants can live for centuries, their natural magic growing stronger with age. Giants are master craftsmen, their work with metal, wood, and hide is legendary.

Weaknesses: Dispite all of this, most Giants are harmless to anyone who can spin a good lie and, while their age grants them wisdom, they're simply not all too bright. Giants also refuse to integrate modern technology into their lives, believeing it will interrupt their simple lifestyle

Tell me if this seems too op.
 
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Created two species, I hope they're okay! EDIT: Forgot to say this, Cogs and Fire!


Name: Orboros

Appearance: Orboros have blue colored scales and walk on all fours. Their tail is generally curled up and split apart near the end, the ends having two clawed hands. They have long bodies and a rounded snout. Their eyes are rather large, about 3 inches wide in diameter. Most grow to be human sized in length, not including their tails, which are 6 feet in length when uncurled.

Behavior: Orboros are loners that eat whatever they can get their hands on. While they're omnivores, there are some variants that eat only leaves and other plants. Their hands are used to reach for things up in trees, like fruits. They generally hunt large game, like deer, though they also go after species that are hare sized.

Habitat: Tropical and heavily forested areas

Strengths: Long reach, fast runners

Weaknesses: Poor sense of hearing, easily blindsided

Variants: Green colored variants occur in thick forest areas, presumably from eating too many leaves. These variants are herbivores.



Name: Slin

Appearance: Silver colored with white stripes, Slin look like trouts and generally reach about 1 feet at most, 5 inches at the least when fully grown. Males tend to be larger than females.

Behavior: Slin are shy creatures that immediately flee the area if something so much as splashes right near them. They aren't very bright, though, and will come back to the area if they feel danger has passed. Slin generally swim to large bodies of water to mate and lay eggs. Females stick around the area where they laid their eggs until they begin to hatch. Once the eggs hatch, they swim downstream of the river and don't come back until it's time for them to mate.

Habitat: Rivers and large bodies of fresh water

Strengths: Powerful swimmers, fiercely protective of their eggs

Weaknesses: A frightened easily, docile most of the time

Variants: Some have appeared in darker shades of gray.
 
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@chaosheart13
What do Slins look like though? Sea serpents?

And there's something in the "Rules" section you forgot to do. Reread them and fix your post and I'll accept them ~
 
@Crono, the world is "Avion", not "Avalon", but everything else checks out! Approved.~
 
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