War for Gods and Races (sign-up / OOC)

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@Damien Kriez physical quirks and strengths as well as any affinities for magic and the like. Any important cultural facts. Sufficient information to get a reasonable understanding of them ^^

@ResolverOshawott anthros are such a normal race (beastmen) that it is more or less a given that they are present, but I agree that it would be fun to have an adventurer with that heritage.
 
@Rion I'll read it through then. Seems like a glorious war-machine, and the population-count at the end of the post is obviously wrong xD I'll wait for one of my hands to read through it and you are accepted ;)

@Damien Kriez you may create your own race, and you only have to point out the juicy facts about them ^^
I guess that count was corrected?? O.o
I read trough it and it seems good in my eyes quite an impressie army right there.
 
I may make a race sheet for the Drow. If anyone knows DND then they know what I am talking about.
 
GOD

Name: Kishin
Occupation: Deity of technology, duality, love, lust, and other related concepts. Kishin was said to have created the first technology.
Age: Older than the World
Appearances: Kishin takes the shape of a young, silver-haired girl, about 1.43 metres in height. On her upper body, her left wing are holy, and the other, mechanical. Closer to her lower body, her right wing is demonic, and her left, mechanical. She also has a pair of smaller, mechanical wings near her upper wings. Her body is fair and slender, and also does not wear any clothes, save for a silver fig leaf on her crotch and hair that barely veils her chest. She can choose to retract her wings. Her right arm is also mechanical. This persona is known as 'Chrometheus'.
She does have similiar avatars for other races of the world, all of which would have at least one mechanical prosthetic.
She can also use her inert abilities to summon avatars by taking the form of machines, or possessing them.
Real body: Her singular, real body is in her own realm. She can split it up, but she chooses nor to. Any sign of her on the main realm is likely to be one of her controlled avatars.
State of existence: This deity can not only see everything that occurs in its realm, but also see and feel what her people are seeing and sensing.
This deity appears as avatars that walk among us.
This deity can communicate with members of its races via dreams and signs, and telepathy.
Personality: The deity Kishin is rather playful and mischievious, but not to the extent of causing destructive chaos. It really loves playing around with not only members of its race, but also the races of others, via various contraptions. It does not enjoy interference and prefers observation. It also believes in 'survival of the fittest'.
As Chrometheus, she acts naive and gullible, and has a flirty attitude.
Responsibility: Kishin answers to the blessing of its people.
Connections: Kishin is the leader of the Kurogane Pantheon, which share its realm. There are many gods, but the main trinity is Kishin, Denshin and Reishin. Additionally, he is affiliated with the minor, human tribe god known as Heq, and they always argue.
Relics: The pieces of Kurogane - the Kurogane Core, the numerous Kurogane Gears, Kurogane Wings and Kurogane Circuits.These will form the collosal sky ship Kurogane Torifune, which is said to bring forth much destruction, which was why it was split into pieces to begin with. These pieces are scattered throughout the land.
There's also the everlasting love potion of Kishin. Despite its name, it is not a love potion itself, but a key ingredient of some of the most powerful love potions in the world. For some reason, it never runs out no matter how much of it you pour from the bottle. Its whereabouts are rumoured to be in an ancient tomb.
There are actually many relics that are believed to be part of Kishin, as it is believed Kishin was once broken into pieces and reduced to a minor state. Despite such beliefs, Kishin is still pretty powerful.
Powers: This deity enjoys blessing its the ones who worship it, and will punish those who do not. If one is willing, or dying, this deity will consider turning them into a dual-core. Kishin constantly builds objects, and when he is bored, he may send them down to the lands, thus making him responsible for meteor crashes.
Children: This deity is believed to be a virgin deity. However, it has been said that, by washing its face, it created Kishin-ALPHA, the mechanical deity guardian of Agrabauto, and Kishin-OMEGA, the mechanical deity guardian of Cyberia.
Realm: This deity possesses its own realm that is shared with its Pantheon.

RACE

Name: There are three races present that worship this deity, collectively known as 'Mekanos'. They are:
The Lilithium
The Vehichrom
The Bikunickel
A Dual-Core is an egg-like structure that has a varied chance of hatching into one of them.
Appearances: The Lilithium resemble succubi, and are mostly female-only under normal circumstances. Their bat-like wings are mechanical-steampunk in nature, and can vary in size. Each wing has a crystal in the centre, and some complex-looking lines around their body, including the odd spell circle which surrounds their navel. These wings are occasionally improvised as cloaks and breast-pads. Each Lilithium has three wings and a pair of metal horns on the head, as well as a plug-shaped tail. Each horn has a small hole in the centre in which steam occasionally emerges. They look rather human apart from these traits.
Lilithium mutations can occur when a dual-core develops. In the rare occasion when a dual-core develops into a rare case of male humanoid, the being is known as Tepesten. Tepesten are very human, and male-only. Their skin is mostly pure white, and they are adapted to see only in the dark. They possess only two pairs of mechanical-steampunk demon wings akin to Lilithium wings
The Vehichrom come in a variety of shapes and sizes. They are basically steampunk versions of this world's beasts and animals that come in all kinds of metal hues, capable of launching flames from their mouth. The juveniles have no noteworthy traits, but when they develop into adults, they possess levitation via an unknown method, as well as blazing breaths from their mouths. They too have odd lines of varying colours surrounding their body.
Bikunickel resemble mermaids. They have several scale patches surrounding various parts of their body, as well as slender bodies, fin-like ears, heterochromatic eyes and a metal-hued mermaid's tail. The tip of the tail resembles the wings of a windmill. This tail is capable of tranforming into humanoid webbed feet. The odd lines surrounding their body are present only on their tail and legs.
Dual-cores are simply spherical in shape and glow a bright light. They are often mistaken to be bizarre lightning.
The Mekanos are steampunk in nature. They are difficult to slice with metal objects, and anything else like wood will simply break when smashed against them. It is rumoured that diamond can slice them apart with little difficulty, but the problem is getting close to them to test the theory. The Mekanos live for six centuries. Every day, some Mekanos rust and die and more Dual-cores are produced each day to replace those that have not only died of old age, but from physical damage.
Their regeneration rate allows an amputated arm to regrow after 24 hours.
Mekanos are said to be partially hollow.
When their Dual-core is damaged, they will be slightly weakened.

Lilithium
Lilithium are capable of causing males of other species to fall for them. They usually use two of their six wings for flight, although nothng stops them from using all six. They are naturally built to have no sense of shame. From various body parts, they are capable of launching lightning bursts. As for nutrition, they must have sexual intercourse with males of other species, especially humans, to feast on their lust for nutrition. The approximate location of the Dual-Core is within the belly area.

Tepestens
They feed off organic blood, and are also capable of launching electrical blasts from their arms. They are also capable of flight.

Vehichroms
Vehichroms come in a variety of shapes and sizes, mostly the appearance of animals, and even a mixture of various animal body parts. Instead of electricity, they possess the ability to launch blazing breaths from their mouths. Adults possess the ability of levitation via magic. There are two kinds of Vehichrom - sapient and non-sapient. They often fly out of their territory to find metallic objects, such as weapons, to feast on. Their Dual-core is about where a human's heart is.

Bikunickels
Bikunickels are a rare occurence. When Dual-cores somehow are unable to find their way to the two floating landmasses, they will eventually lose most of their energy and sink to the bottom of the sea, forming Bikunickels. Bikunickels are capable of rapid swimming, as well as manipulating the temperature of water bodies, preferably freezing them when provoked. They can adapt to land conditions as well. The rotating appendage at the end of their tails allow them to move faster than usual, and they are generally slow on land. They are the only Mekanos race that cannot fly. They prey on aquatic life, mostly fish and sharks. Their Dual-Core area is the where a human's brain would be.

Dual-cores
Dual-cores are simple, and while they do nothing but fly back to their home land, they seem to possess some sentient and will often evade attacks. They are basically the embryo, heart, soul and mind of a Mekanos, rolled into one. They can emerge into any one of the above three races. They can be contained by storing them in solid crystal containers, in which they would enter a hibernating state. Storing them in metallic containers will only cause said containers to alter shape and become a new body. If you slice them, the effects of falling to the ground will only be temporary, and they will eventually regenerate.
Reproduction: Lilithium collect semen from males of various races, before growing an appendage to insert into females of these races. These females will then lay a metallic egg that hatches into a Dual-core.
Tepestens cannot reproduce.
Vehichroms can reproduce. It builds a metal nest in the territory of other species, then lays a few metallic eggs that, instead of hatching into Dual-cores, immediately hatch into various Lilithium and juvenile stage Vehichrom. These beings might then proceed to eat metal pieces or seduce men.
Male Bikunickels cannot impregnate females of other races, but other races can impregnate female Bikunickels, giving rise to a Dual-core which will rise towards the floating landmasses.
Culture: Both citadels are run by monarchies. At the top of Agrabauto lies the grand castle, housing the great Lilithium queen Metal Alice. At the top of Cyberia lies the other grand castle, where King Cobalt, a gargantuan chimerical beast Vehichrom, looks over all.
While there are a few festivals, the most important would be the Technology Festival, where everyone shows off their latest contraptions in order to please their great inventor deity.
There are also a few dance festivals, most notably the Lust Ritual Event, which would end with a Lilithium from Cyberia entering human territory.
Dresscode: Lilithium do not wear clothes. Instead, they can expand, shrink and retract their wings, improvising these wings to barely cover their naughty bits. Usually, they use the middle wings to veil their chest and the lower wings to veil their loins, while the upper wings are used for flight. As they say, 'the great Lilithium race has no need for lowly clothing'.
Vehichrom, too, think highly of themselves and do not usually don clothes.
Bikunickels just don't wear clothing items due to their origins. However, they may cover their bodies with seaweed, seashells and starfish on occasion. Bikunickels are the least arrogant of the three, and there are tales of them respecting and breeding with humans, even caring to share a teacher-student relationship with them.
Religion: The Mekanos worship the Broken Machine Deity Kishin as the Primordial Inventor who invented everything under the sun, directly or indirectly. They believe that most other deities not of its pantheon are inventions of Kishin gone rogue. Kishin feels that they should believe what they want as its actions are its true caliber.
Infrastructure: Agrabauto and Cyberia are two floating ladmasses that revolve around the island Heqtopia.
Agrabauto is the main country of the Lilithium. It is a great steampunk citadel, filled with much beauty and wonder. It's almost shocking how they have not invented supercomputers or anything with a screen yet. Their technology levels are sufficient to invent mechanical beasts and Iron Titans that perform labour for them. They are advanced enough to keep humans as livestock, although they do not exactly eat them, but feed off their lust instead. Several human-sized sentient Vehichrom roam this Lilithium-dominated metropolis.
Cyberia is less civilised, and is mainly inhabited by Vehichrom. Most of the time, you can see adults hovering around the area. There is metallic flora as wll, which is near identcal to regular flora, except it is metallic. The fauna are non-sapient Vehichroms. Certain less-civilised Lilithium inhabit this land too. One of the districts on this floating citadel, Homnia, is inhabited by human blacksmiths whose descendants arrived after being kidnapped by Lilithium.
Being nomadic, the locations of the rarely-occuring Bikunickel vary greatly.
Ways of transportation: Both the Lilithium and Vehichrom do not use vehicles, and instead, fly via their own bodies. They also ride on manually operated 'mechanical beasts', which are basically repurposed, modified Vehichrom corpses. They don't grow fungi, don't worry.
The Bikunickel are nomadic with no transport vehicles but themselves. They prefer water routes.
Magic: Lilithium can be taught magic at certain magic schools in Agrabauto, and so can sapient Vehichrom. They are usually only taught technology-based magic and magic relating to technology, as the landmasses utilise magic technology in warfare and daily life.
Unwinged Vehichroms use magic for flight.
Bikunickels can be taught magic as well, thus they usually seek a mentor of another race. through their journeys.
Army: In addition to all civilians being taught basic combat skills, they have armies of 30-metre tall humanoid steampunk machines, backed by a large amount of civilian soldiers that catapult lightning and flames. High-ranking Mechanical Beasts partake in war as well.
Background: When Kishin first invented the Mekanos, it wanted them to be the most technologically advanced race in the world, which was why it granted them the gift of grand knowledge. He invented synthetic beings that acted like organics, and thus, chose to aid this race in advancing from feral stages. Using its abilities, it created to sub-races using the power of its greatest invention - the Dual-core. They were the Lilithium and the Vehichrom. After granting them wisdom, it simply started to observe, not interfere.
As time passed, both races developed in their own ways. The Lilithium even learned how to utilise their inert magic abilities to infuse with technology, and how to manage livestock. The Vehichrom, while feral, rose up to suburban settings. Kishin was glad with its work.
What Kishin did not see coming was a third race due to an error - the Bikunickel. They rarely occured, so it just let them be.
Relations: They are not fond of war and battle, and thus stand on a neutral side. They once kidnapped humans for livestock, and have never kidnapped ever since. They do, however, prefer to use their hunting instincts to hunt for food on the lower surface lands. Most of their life cycles involve them going down to th surface.
Certain members of other races are descendants of Bikunickels. Recessive traits shown include inert basic technological expertise and enhanced swimming capabilities.
Legends/Myths: The primary myth is the creation myth, believing that Kishin invented all of existence, directly or indirectly.
There are certain writings about other deities as well, like how Kishin created Denshin and Reishin to guard the heavens and hell.
The Lands: While Agrabauto is mostly steampunk towns with little flora or fauna, Cyberia has steampunk villages insteads, and leaves room for mountain areas, caves, as well as metallic flora and fauna.
Notable beasts: Ore Eater Wyverns might occasionally fly around the area and even make the mountains of Cyberia their home. They are very aggresive and eat metal ores. They eat metal organisms, but prefer grazing on the fresh copper grass.
Gremlins are sentient and are pests in this area, meddling with technology. They are weak but fast, and multiply when struck by water.
The nomadic Thunderbirds fly around the area. They love helping the locals, but are hostile to others.
Most of the non-sentient Vehichrom attack non-Mekanos.
Agrabauto and Cyberia are floating landmasses that revolve around the island Heqtopia, completing one revolution each month. They are at least two kilometres above Heqtopia, which is in turn inhabited by humans and merfolk.
 
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Question, are we allowed to have pocket dimensions? E.g Tiger could store his books and weapons in a dimension, and easily access them with a spell.

Name: Lily
Interaction with other races: She know many races and people with her travel with Tiger. She will still be cautious of bigger creatures tho.
Race: Nimbat
Gender: Female
Age: 17
Appearance:
815247387779cd909fde16020910234f.png
Nimbats are about one foot and a half tall and are covered in orange/white fur. On the back two wings grow out, also but slightly less covered in fur. Even though nimbats have legs do they prefer to fly. As the cat and bat, are nimbats mostly night animals. That said, they don't mind moving around in the day.

Personality: Being more or less forced to follow Tiger, Lily is at times cheeky and often talk back to her Master. However, she have come to enjoy helping Tiger out. She is quite different from Tiger, in the sense that Lily want things to end peacefully. Tiger, less so. She is not stupid, and not even easily scared. Probably because of the time she have spent with her Master and natural born curiosity.
Bio: Tiger found many new exotic races and creatures in his travel. The nimbats being one of them. At first he thought they were primitive creatures, but after studying them further he discovered that they were capable of talking. Lily herself lived in a cave with her big family. Being still young, she had never seen a human before. The first time they met is still embarrassing to them both. You had to crawl into a small hole to get inside the larger cave, so when Tiger wanted to explore it he almost got stuck. When Lily was flying low to get outside, she smashed into Tiger's face. You can imagine the chaos that followed. In the end, Tiger used the familiar spell on Lily, binding her to him. She still had her own free will, but now she would forever require Tiger to survive.
Profession: Tiger's familiar/companion spirit. She mostly serve as a helper, but can cast spells of her own. Her magic is on a weaker level than that of Tiger. She can write and read and keeps check on Tiger's books.
 
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Hey look...Its Fidget!
 
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GOD

Name: Kishin
Occupation: Deity of technology, duality, love, lust, and other related concepts. Kishin was said to have created the first technology.
Age: Older than the World
Appearances: Kishin takes the shape of a young, silver-haired girl, about 1.43 metres in height. On her upper body, her left wing are holy, and the other, mechanical. Closer to her lower body, her right wing is demonic, and her left, mechanical. She also has a pair of smaller, mechanical wings near her upper wings. Her body is fair and slender, and also does not wear any clothes, save for a silver fig leaf on her crotch and hair that barely veils her chest. She can choose to retract her wings. Her right arm is also mechanical. This persona is known as 'Chrometheus'.
She does have similiar avatars for other races of the world, all of which would have at least one mechanical prosthetic.
She can also use her inert abilities to summon avatars by taking the form of machines, or possessing them.
Real body: Her singular, real body is in her own realm. She can split it up, but she chooses nor to. Any sign of her on the main realm is likely to be one of her controlled avatars.
State of existence: This deity can not only see everything that occurs in its realm, but also see and feel what her people are seeing and sensing.
This deity appears as avatars that walk among us.
This deity can communicate with members of its races via dreams and signs, and telepathy.
Personality: The deity Kishin is rather playful and mischievious, but not to the extent of causing destructive chaos. It really loves playing around with not only members of its race, but also the races of others, via various contraptions. It does not enjoy interference and prefers observation. It also believes in 'survival of the fittest'.
As Chrometheus, she acts naive and gullible, and has a flirty attitude.
Responsibility: Kishin answers to the blessing of its people.
Connections: Kishin is the leader of the Kurogane Pantheon, which share its realm. There are many gods, but the main trinity is Kishin, Denshin and Reishin. Additionally, he is affiliated with the minor, human tribe god known as Heq, and they always argue.
Relics: The pieces of Kurogane - the Kurogane Core, the numerous Kurogane Gears, Kurogane Wings and Kurogane Circuits.These will form the collosal sky ship Kurogane Torifune, which is said to bring forth much destruction, which was why it was split into pieces to begin with. These pieces are scattered throughout the land.
There's also the everlasting love potion of Kishin. Despite its name, it is not a love potion itself, but a key ingredient of some of the most powerful love potions in the world. For some reason, it never runs out no matter how much of it you pour from the bottle. Its whereabouts are rumoured to be in an ancient tomb.
There are actually many relics that are believed to be part of Kishin, as it is believed Kishin was once broken into pieces and reduced to a minor state.
Powers: This deity enjoys blessing its the ones who worship it, and will punish those who do not. If one is willing, or dying, this deity will consider turning them into a dual-core.
Children: This deity is believed to be a virgin deity. However, it has been said that, by washing its face, it created Kishin-ALPHA, the mechanical deity guardian of Agrabauto, and Kishin-OMEGA, the mechanical deity guardian of Cyberia.
Realm: This deity possesses its own realm that is shared with its Pantheon.

RACE

Name: There are three races present that worship this deity, collectively known as 'Mekanos'. They are the Lilithium, the Vehichrom, and the Bikunickel. Technically, Dual-cores are larval stages of these three races.
Appearances: The Lilithium resemble succubi, and are mostly female-only under normal circumstances. Their bat-like wings are filled with circuitry, and can vary in size. These wings are occasionally improvised as cloaks are breast-pads. Each Lilithium has three wings and a pair of horns on the head, as well as a plug-shaped tail. They look rather human apart from these traits.
Lilithium mutations can occur when a dual-core develops. In the rare occasion when a dual-core develops into a rare case of make humanoid, the being is known as Tepesten. Tepesten are very human, and male-only. Their skin is mostly pure white, and they are adapted to see only in the dark. They possess only two pairs of mechanical demon wings.
The Vehichrom has two distinct stages. The juvenile stage takes the form on vehicles, such as cars, trains, buses and such, only with a more silver-gols hue, and the adult stage resembles mechanical versions of mythical and real-life beasts of all kinds of shapes and sizes. For members of this race without wings, they can still levitate.
Bikunickel resemble mermaids. They have silver scales surrounding their body, as well as slender bodies, fin-like ears, heterochromatic eyes and a metal-hued mermaid's tail. The end of the tail resembles a turbine fan. This tail is capable of tranforming into humanoid webbed feet.
Dual-cores are simply spherical in shape and glow a bright light. They are often mistaken to be ball lightning.
Physiology: The Mekanos are mechanical in nature. When sliced with metal objects, the metal gets absorbed into their body. It is rumoured that diamond can slice them apart with little difficulty, but the problem is getting close to them to test the theory. The Mekanos live for a six centuries. Every day, some Mekanos rust and numerous Dual-cores are produced each day to replace those that have not only died of old age, but from physical damage.
Their regeneration rate allows an amputated arm to regrow after 24 hours.
Lilithium are capable of causing males of other species to fall for them. They usually use to of their six wings for flight, although nothng stops them from using all six. They are naturally built to have no sense of shame. From various body parts, they are capable of launching electrical bursts and laser beams. As for nutrition, they must have sexual intercourse with males of other species, especially humans, to feast on their lust for nutrition.
Tepestens feed off organic blood, and are also capable of launching electrical blasts from their arms, and laser beams from their eyes. They are also capable of levitation.
Vehichroms come in a variety of shapes and sizes. Instead of electricity, they possess the ability to launch blazing breaths from their mouths, in addition to laser beams from their eyes. Their arms/tails/shells are equipped with gatling guns. They possess the ability of electromagnetic levitation.
Juvenile Vehichroms possess wheels, as well as a smaller size and a vehicle-like appearance. They still keep the laserbeams, but lack flames.
Vehichroms may or may not be sentient. They feed off objects that have been cursed, as well as other kinds of magic-induced objects, while remaining unaffected. They prefer to eat metallic objects, however.
Bikunickels are a rare occurence. When Dual-cores somehow are unable to find their way to the two floating landmasses, they will eventually lose most of their energy and sink to the bottom of the sea, forming Bikunickels. Bikunickels are capable of rapid swimming, as well as manipulating the temperature of water bodies, preferably freezing them when provoked. They can adapt to land conditions as well. The motor at the end of their tails allow them to move faster than usual. They are also equipped with rocket-powered boosters for catching prey on both land and sea, although these boosters last half a minute and take about half an hour to recharge. They are the only Mekanos race that cannot fly. They prey on aquatic life, mostly fish and sharks.
Dual-cores are simple, and while they do nothing but fly back to their home land, they are indestructable. It is said that Dual-cores can be used to power machines. While this is true, said machines will gain sentience, although most races are oblivious to this.
Reproduction: Lilithium collect semen from males of various races, before growing an appendage to insert into females of these races. These females will then lay a silver egg that hatches into a Dual-core. The offspring possesses the cultural knowledge of each donor.
Tepestens cannot reproduce.
Vehichroms can reproduce through a special method. When the Dual-core inside it replicates a few times, it builds a metal nest outside in the territory of other species, then lays a few eggs that, instead of hatching into dual-cores, immediately hatch into various Lilithium and juvenile stage Vehichrom.
Male Bikunickels cannot impregnate females of other races, but other races can impregnate female Bikunickels, giving rise to a Dual-Core egg which will rise towards the floating landmasses.
Culture: At the top of Agrabauto lies the grand castle, housing the great Lilithium queen Metal Alice. At the top of Cyberia lies the other grand castle, where King Cobalt, a gargantuan dragon Vehichrom, looks over all.
While there are a few festivals, the most important would be the Technology Festival, where everyone shows off their latest contraptions in order to please their great inventor deity.
There are also a few dance festivals, most notably the Lust Ritual Event, which would end with a Lilithium from Cyberia entering human territory.
Dresscode: Lilithium do not wear clothes. Instead, they can expand, shrink and retract their wings, improvising these wings to barely cover their naughty bits. Usually, they use the middle wings to veil their chest and the lower wings to veil their loins, while the upper wings are used for flight. As they say, 'the great Lilithium race has no need for lowly clothing'.
Vehichrom, too, think highly of themselves and do not usually don clothes.
Bikunickels just don't wear clothing items due to their origins. However, they may cover their bodies with seaweed, seashells and starfish on occasion. Bikunickels are the least arrogant of the three, and there are tales of them respecting and breeding with humans.
Religion: The Mekanos worship the Broken Machine Deity Kishin as the Primordial Inventor who invented everything under the sun, directly or indirectly. They believe that most other deities not of its pantheon are inventions of Kishin gone rogue. Kishin feels that they should believe what they want as its actions are its true caliber.
Infrastructure: Agrabauto and Cyberia are two floating ladmasses that revolve around the island Heqtopia.
Agrabauto is the main country of the Lilithium. It is a metropolitan citadel, filled with various roads, skyscrapers, workplaces and whatnot. It's almost shocking how they have not invented supercomputers or anything with a screen yet. Their technology levels are sufficient to manipulate electromagnetic waves, and invent flying vehicles. They are advanced enough to keep humans as livestock, although they do not exactly eat them, but feed off their lust instead. Several human-sized and below sentient Vehichrom roam this Lilithium-dominated metropolis.
Cyberia is less civilised, and is more suburban than Metropolitan. They have decent roads for juveniles to drive on, but most of the time, you can see adults hovering around the area. There are metallic flora and fauna as well. Certain less-civilised Lilithium inhabit this land too.
Being nomadic, the locations of the rare Bikunickel vary greatly.
Ways of transportation: The Lilithium themselves, while capable of flight, prefer to use combat jets that give them a layer of protection.
The Vehichrom are bulkier and thus only travel via their own bodies.
The Bikunickel are nomadic with no transport vehicles but themselves.
Magic: Lilithium can be taught magic at certain magic schools in Agrabauto, and so can sentient Vehichrom. They are usually only taught technology-based magic and magic relating to technology, as the landmasses utilise magic technology in warfare and daily life.
Bikunickels can be taught magic as well, thus they usually seek a mentor through their journeys.
Army: In addition to all civilians being taught basic combat skills, they have armies of 30-metre tall humanoid machines. Combat jets and the bulky, hulking bodies of Vehichrom are used as well.
Background: When Kishin first invented the Mekanos, it wanted them to be the most technologically advanced race in the world, which was why it granted them the gift of grand knowledge. He invented synthetic beings that acted like organics, and thus, chose to aid this race in advancing from feral stages. Using its abilities, it created to sub-races using the power of its greatest invention - the Dual-core. They were the Lilithium and the Vehichrom. After granting them wisdom, it simply started to observe, not interfere.
As time passed, both races developed in their own ways. The Lilithium even learned how to utilise their inert magic abilities to infuse with technology, and how to manage livestock. The Vehichrom, while feral, rose up to suburban settings. Kishin was glad with its work.
What Kishin did not see coming was a third race due to an error - the Bikunickel. They rarely occured, so it just let them be.
Relations: They are not fond of war and battle, and thus stand on a neutral side. They once kidnapped humans for livestock, and have never kidnapped ever since. They do, however, prefer to use their hunting instincts to hunt for food on the lower surface.
Legends/Myths: The primary myth is the creation myth, believing that Kishin invented all of existence, directly or indirectly.
Bikunickels are also a mere legend to Lilithium and Vehichrom.
The Lands: While Agrabauto is mostly metropolis with little flora or fauna, Cyberia leavea room for mountain areas, caves, as well as mechanical flora and fauna.
Notable beasts: Ore Eater Wyverns might occasionally fly around the area and even make the mountains of Cyberia their home. They are very aggresive and eat metal ores. They eat metal organisms, but prefer grazing on the fresh copper grass.
Most of the non-sentient Vehichrom attack intruders.
Agrabauto and Cyberia are floating landmasses that revolve around the island Heqtopia. They are at least two kilometres above Heqtopia, which is in turn inhabited by humans and merfolk.
Well to be completly honest with you, your race is good and all, and your god is okay. But well you clearly have watched to much transformers. or maybe a weird terminator version involving pixars cars. But in any case, the race does not really fit in to our fantasy themed RP, atleast not in the sense we want it to be. i would recommend you remaking your race, to something more fantasy ish. Why not spirits possesing steampunk like things, simply reproducing by building more machines, or somethjng like that.

//your friendly neighbourhood GM's

PS// needs more spacing reading it was hard o-o"
 
@Crow as Drougar mentioned, it seems a bit too... mismatched. Also, what area did you want for your land?

@Rion I love the little nimbat, accepted with my blessing. About pocket dimensions, creating an actual separate dimension takes a bit more power than a mere mortal wizard could pour out. Though storing huge amounts of things in always accessible places are far easier. There are for examples bags for that.

@TheColourlessRainbow as we are not accepting any more gods/nations, I can't give you the pink area, for future plot reasons. And please talk with me or one of the other GMs about the race in general. Specially regarding the background story of the world and the way your race has been living in it.
 
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I wanted a bizarre physiology technology race, but I think I'll tone down the laser beams once I get to altering the applications. Vehichrom juveniles will be changed into smaller beasts and I'll remove the jets, and everything will be more steampunk.

But yeah, I'll modify it later. Quite a bit.

Alright, are the ochre-hued two islands taken? That would be a good off-area island area for ny race's floating steampunk landmasses to hang around.
 
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I wanted a bizarre physiology technology race, but I think I'll tone down the laser beams once I get to altering the applications. Vehichrom juveniles will be changed into smaller beasts and I'll remove the jets, and everything will be more steampunk.

But yeah, I'll modify it later. Quite a bit.

Alright, are the ochre-hued two islands taken? That would be a good off-area island area for ny race's floating steampunk landmasses to hang around.
Goodie i look forward to the altered version ^^
And yeah you can hang around those islands with your floating islands 0.o (those two small ones at the top right?)
 
Yes, the two small, ochre ones at the top. The two floating landmasses revolve around the area like the moon about the Earth. Each revolution is about a month.
 
@Crow about 15 kilometers an hour then, seems reasonable. We eagerly await your reworked CSs ^^

Which reminds me that I have forgotten to show the gods and races of @Drougar and me, so here they are:

Name: He has no name, but is known as the sleeping one by the ones who worship him.

Age: He is an existence that has been around since before the creation of the world and its creators, some within his faith believes the world was made for him to slumber within.

Appearance/appearances: Deep within the dark caves, under the grand mountain, there is a giant glowing star, while this is his slumbering form, he can take what ever form he pleases. or so at least his followers say. (will provide a picture if i feel like he is going to take a form)

State of existence: As he sleeps he gains knowledge of all that happens around him through the minds of mortal beings, even though that is the case, he mostly cares little of what happens around him. (would be a slight mix between 1-2-3) (nr 3 well he as never done it but could if he felt like it) (nr 2 he does see through the minds of all mortals, thou some gods are protected against his powers) (nr 1 he does give signs to people, maybe not always his own people)

Personality: He is a dormant god, who has slept through the eons, though his mind is harmonic and seemingly a friendly being, and sometime shows his grace to anything. (yes he once gave a rock life because it wanted to be alive, it quickly learned it was wrong)

Parenthood: As he has been asleep through ages his dreams have given life to countless of beings, not that he thinks much of it as he does not know about most of them, and is almost not aware that he is being worshiped by an entire race/races.

Backstory: He has been asleep for as long as there has been time, hardly aware of the things happening around him, he did not even know there was an entire planet around him before he almost broke it waking up. Wondering why there was so little space to move, and then he went back to sleeping, though not as deep this time.

Connections: Most gods would be surprised if they learned that there was a god laying dormant inside their world, except for the god that created the world, most of the gods think that the entire races worshiping him were created by a god with a hungover.

Relics: Not intentionally, there are things that sort of just ended up there, like the magical crystal lake, or the tree that grows different fruit every day, but there is one that is the sole reason he is worshiped in the first place, a grand crystal wall that shows the thoughts and dreams of the God himself.

Powers: Since he has been asleep not much is known of his power, except that he creates things in his dreams, and sometimes destroying, or so at least a really convinced husband seem to think how ells did all his wife's priced plate collection break while she was out.

Children: There are many but since he dreamt them into existence he knows nothing of them, thou they are aware of him and guides his people the right way.

Realm: His realm would be the chamber where he sleeps, and since every thing seems to fear getting to close to it, none knows what would happen if they were to enter. The lands around his crib is covered in magical residue, and does great things for the mind and body, which seems to apply to both gods and mortals alike.

Name: They refer to them selves as The Dreamt Ones, mainly because there are so many different types

Appearances: The Dreamt Ones come in many shapes and forms
* The Sentinels is a mystical race, they appeared in the early days of TDO civilasation, They stand an avrage of 5 meters tall, and comes with diffrent traits
Sky sentinels are born with wings, while War Sentinels are born with great combat skills, and make for great warriors, and lastly Wise Sentinels, They are born with the gift of magic, they are highly skilled with the arcane arts.
* The Feir are tiny creatures, humanoid but rairly more than 1 meter tall, they are all gifted with magic, they have a born love for gems, and show it by wasting their lifes finding and crafting various trinkets out of them.
*The Dreamers, are the center stone of the TDO civilasation, They are an average humanoid race, 2 meters in average length and have few magic users, thou they are known for their great scollars and architecture.
* The last race are known as lunitics, they once tried to sitt down and decide upon a name, but decided, it would be a better idea to burn down the facility they were in. this race is well hidious to say the least, they are about as tall as dwarfs, and almost as greedy, their appearance is that of a tiny dragon, but sadly none of a dragons nobility.

Physiology: All the diffrent races have long lives, well maybe not the Lunitics since none of them have had the brains not to blow them self to pieces. They live anywere aslong as there is a good supply of spirit,
*The Sentinels can become up to 400 years old, and The Wise Sentinels grow in power till the day they die, and The Sky Sentinels have wings so they can fly.
*The Dreamers, get around 130 years old, but arent much of company at that age.
*The Feir can get to 200 years old, this time that most of them spend on gems, they prefere to live in forests, but spend most of their time in workshops or in caves.
Thou the are all diffrent in looks they are bonded by the common trait of their glowing blood.

Reproduction:
*Sentinels can give birth to the age of 300, thou they can be pregnant up to 3 years and tend not to get more than 3 children.
*The lunitics, well they reproduce like rats, 2 times a year and up 4 children at the time,
*The Dreamers, usualy get 2 children, and then spoil them rotten.
*The Feir, well they are complicated, the chance that one gets their mind of gems long enough to find a partner, even then they rairly takes their time to raise the child, and more offen than not they hand their children of to the sentinels to be raised.

Culture:
*The Sentinels live a spartan life dedicated to their people, and is ruled by a high council,
*The Dreamers, live life to the fullest, as they spend their life creating and enjoying their life, they have a representive in the council.
*The Feir, well they live for gems, and do anything for gems. They don't have anyone in the council because noone wanted to spend to much time away from their gems.
*And finnaly the Lunatics, well they are born then they die soner or later, usualy soner. They are keept in check by the Sentinels, and the other races mostly thinks someone must have made a mistake when they thought they shared the same creator. But even thou that they are almost as religious as the Sentinels are.

Dresscode:
*The sentinels are clad in long cloaks and armor most of their lifes,
*The dreamers they wear normal cloths, aside for their weird celibratory clothing.
*The Feir are more naked than clad, but they were special suits powerd throu magic, that protects them from most harm.
*and the lunatics, they wear nothing since they are coverd in scales, and tend not to wear cloths because of their habit of breaking out in flames.
Religion: The Dreamt Ones belives their god to be the highest of orders, their teory is that the world was crated as a sleeping place for their god. They also belive that their god will awaken one day, and do something, they are not in agreement on what exacly.

Infrastructure: Their cities are built using the magic inbued stone from the great mountain, and their capital that is located at the mountain top, is built in many levels, one for each race. then each race have their own main city spread around the mountain. After many years of The Dreamers complaints of having to walk, or even ride the carts up the mountain, they developed a magic device that could teleport anyone to any location, efter a while these machines were placed in every city, allowing people to travel anywere in the nation almost instantly, admittedly there have been a few misshapps throu the years, but still better than walking, even if you might end up with someother persons skin. Aside from The 5 main cities, there are smaller towns, and a few fortreses spread out around the island. The main harbour of the island, i located on the western shore and is one of the few places you can get near with ships, due to the many reefs around the island.
*The Dreamers city is an advanced city just west of the mountain, with railways and other transportation systems, powerd by magic. They also have several Acadamies dedicated to diffrent studies. What marks the city is its many Spires, that reaches far into the sky.
*The sentinels have a Great city to fit their size and i located at the southern foot of the mountain. Their city is a huge fort, shaped like 3 rings crossing eachother, and a grand castle in the middle.
*The Feir have inhabited the deep forests north of the mountain, their city is filled with factories and workshops, mines that lead deep underground, and then the Huge tree that is located in the middle of their city, that can be seen from miles away.
*And the Lunatics, They used to have a city located to the east of the mountain, now well, its more of a set of walls and a bunch of temples, not much can be said about this place, it used to be a great city, untill the day a huge earthquake happend. The city was fine, just that it opend up a few natural gas pockets, that the Lunatics imagined would burn just fine. And they were right, after that only the walls remained and the few survivors only rebuilt the tempels.

Magic: The diffrent races uses magic diffrently,
*The Sentinels are well adept with magic, and the oldest of The Wise Sentinels could almost challenge some gods in strenght, even thou most of their magic is focused on combat, they also have the power to create things. (Something thought limited to the gods) even if they are not as strong with this power,
*The Feir have stong magic, but few uses it on things non gem related, the most common use for their magic is to located gems, or creating magical artifacts using gems.
*The Dreamers were never gifted with strong magical powers, but they found away around that, and discoverd magical enginering, allowing them to create machines that did the magic for them.
*The Lunitics seems to be devoided of all magical capabilities, they do throw fire balls around or combust themself on ocation, but thats hardly magical, thou the intressting thing about these hidious little fiends, is the natural resistance to magic, it is easier to kill the little horrors by leaving it alone with some explosives, than trying to kill them with magic" quoted by the arch Wise Sentinel at the time.

Army: Their armies are mighty thanks to the Sentinels.
*The main army consists mainly of the War Sentinels, and the Sky Sentinels.
The Lunitics would then be the footsoldiers, footsoldiers.
The cavalry consists out of fast moving magical machines,
For siege-weaponary they use the magical constructs of The Dreamers, mainly magical cannons,
* Special army stuff
The mages force consists out of The Wise Sentinels, a few Feir, and magical machines from The Dreamers,
The Gods Guard is a special force consisting of the most elite of The Sentinels, Warriors that can wield magic and fly, clad in the rare metal found near the gods chamber, the Dreamers once had an ambition to create a flying city, they succeeded, thou it could only fly abit above the treelines, and so the reconstructed it to be a flying fort. This is all its glory the pride of their people, it also equiped with the biggest magical cannon they could build, sadly they have never had the chance to test it, but in theory it could destroy an entire city.

Background: At first there was nothing living around the mountain, no creature dared to live due to the magical power that the mountain emited, but after time there was a people called the Dreamers, appeared and started building towns, and later the Sentinels joined them, seemingly out of nowhere. as time passed the Feir joined as well and lastly the Lunatics. Throu the many years, they fought of invading armies lead by young gods wanting the land for them selfs, The Dreamt Ones stayed near their mountain guarding it, while waiting for their god to awaken.

Relations: The Feir and the Dreamers are renowned for their craftsmanship and sell to many corners of the world.

Legends/Myths: The stories of their god are few, the most famous one is how the world was created, their god tired after creating everything, feel asleep to regain his powers, as he sleept other gods came and created the world around him to keep him safe while he sleept, but because they made it to small, the god woke up and almost destroyed the world when he hit his head, thusly creating the mountain, and then the god feel asleep again, but not as deep this time, throu the cracks in the mountain, the gods dreams seept throu and came to life, and so creating the 4 races known as The Dreamt Ones.

The Lands: The land is just a huge mountain, and then plains and forests around it, few animals live near the mountain, and the ones that does are dangerous and sometimes wield magic, there are few artifacts from the god, one is the crystal lake, it is made out of liquid crystals (not recomended to drink from). but on the upside there is close to no crime in the land, becuse of the Sentinels, the plantlife is filled with magical herbs and flowers, talking trees are included.

Location: The mountain is located on a big island in the center of the map (blue/greyish island). The mountain is big enough to be seen from the mainland.

-God-
Name: Lothn

Occupation: Lothn is in this world known as god of the swarm.

Age: Lothn was among those that spun the world into being, though few know him but for rumors.

Appearance/appearances:
Lothn: A lonely human-looking wanderer of weathered appearance, grey starting to paint his hair. He stands tired at 7 feet, hands made for war and scars to tell his past. Dark brown eyes look out of a face that has forgotten what it means to be truly alive. His clothes are old and worn, tattered by the elements. While he gives of not the aura of a practitioner, nor that of a divine being, he may inspire the primal fear of the dark in others, the sense of being watched by myriads of hungry eyes.

The Swarm: A storm of different suln, cowering the sky, the land and the sea once unleashed. Those that dare thread inside the living torrent may be lucky to be devoured.

The Tower: The realm of the Parosulns, a city made of their bodies, every brick and beam made of suln and paros. Its citizens no longer among the living.

The Beast: A leviathan of destruction, the pinnacle of the Sulns power. You will think the world turned against you, as wherever it wakes the land is ravaged, and everyone consumed. Unless you are worthy to be cursed.

The Dark Swarm: For the Parosulns, nightmares are real, and they see you. Things are out in the dark, and if you are not prepared. Fear will devour you.

Real body:
Long ago, Lothn split himself into 5 parts. Hunger, Thirst, Fatigue, Pain and Fear. Now each part holds what define him, what define his Swarm.

State of existence:
Lothn: Unseen even for his own race, he thread the lands like a ghost, none noticing but those that understand to see past the facade, his slumbering wrath.

Swarm: Unseen until released from its slumber, then flaring up like a beacon of divine power and rage.

Tower: Present across the whole realm, to the farthest reaches of the Parosulns expansion. Those sleeping their eternal rest inside speaking through chosen apostles, who rarely tell the original message.

Beast: A pulsating presence at the edge of notice, moving across the lands unseen. Once something calls it forth however, an unholy grace blanketing everything around it, gone once all is devoured.

Dark swarm: Watching from the darkness and the wild, the peaks and the deep, from tunnels and closed rooms. An evil unseen but always near. Its victims gone in a moment of pure fear.

Personality:
Lothn is an observer, watching the mortals go about their lives, learning their struggles, their joy. While he prefers the company of none, he will curse those that are worthy.

Responsibility:
The Parosulns are a part of his swarm, and he gave them freedom for their sake. While it may seem that he cares nothing for them, he is always watching.

Backstory:
Together with his fellow gods he once shaped the world into a place for their rest, and filled it with life. But the first god-war proved to him the height of their ignorance.
Since then he wanders across the world, observing, waiting for what he knows will come.

Connections:
The old gods knew him and understand his goal, as well as the futility in trying to stand against him.
Though he have met many of the newer gods directly, not many of them have realized his true nature. Or how and why he got there.

Relics:
Lothn has through the eons granted his people the crafting of objects both hideous and beautiful in nature. Some more dangerous and more abundant than others.

Shards of the Swarm: Pieces of a ring meant to control the Swarm, though the bone-white shards only call it forth once drenched in blood, making the ornate Sulns on them glisten and seemingly coming to life. There are fewer than a hundred of them.

Eyes of the Swarm: Dark stones in the vague shape of Meshak eyes. Able to keep one safe from the forces of the wild. If you lost your former eye, there is always the option of crafting a new.

Suln of the Swarm: Finely sculpted statues and figures of different Sulns... Did one of them just move? Skilled artisans are known to disappear while working on pieces of their own.

Gift of the Paros: A plant that grows in strange places, once consumed it will either make you capable of controlling the Suln like never before... Or it might make you go insane form the side-effects.

Eggs of the Swarm: Heart-sized spheres with rough texture like spiked carapace shimmering as a rainbow. A mere touch could infect and make you a walking nest, waiting to erupt. There are rumors that these aren't relics but actual eggs laid by strange Suln.

Rest of the Swarm: Sacred places of worship, portals to the Realm of the Swarm, to the Tower. Aggressors have found them protected, guarded. Believe in the Swarm and the Swarm will share your hunger.

Blades of Meshak: Blades of widely different forms, many of whom are not meant for the hands of mortals. The smiths of the Parosuln seek to craft as powerful and grand weapons, and sometimes they almost succeed. One
sure way to prove a blade true however, all blades of Meshak devour.

Spears of Aldin: Made to be used in all situations, with all purposes. The spears are both weapon and shield. There are myths telling how one may shape a spear of their own, some less true than others.
And the real ones change both themselves and their weilders, sometimes forever.

Bows of Ryfhol: A single arrow launched from a bow of Ryfhol may become a myriad, or it might move to the archers will. Many are the bow makers and hunters that crave the company of such a bow.
But those that keep them always fear the day themselves will become the arrow.

Crystals of Wahjin: A single crystal can draw, hold or unleash enough power to obliterate a god, if one can tame the living stone. Artisans and mages experiment with these crystals as their goal, yearning for their beauty.
For the crystals of Wahjin are sentient, and they choose their masters.

Armour of the Swarm: Created to be worn by Lothns champions, parts of the Beast infused with the Dark
Swarm. May its wearers be riddled with arrows, crushed like grapes and torn apart, it will make them whole again, until they are devoured.

Bait of the Swarm: A big urn filled with a sweet-scented liquid, dark green and filled with black strands. When opened, it will call upon the Leviathan, the Beast.

Powers:
Lothn shows the aspects of the Swarm, how it absorbs the surroundings into itself to grow, changes to adapt to the environment, separates itself to claim the lands and the way it devour any opposition.
The Parosulns can channel the aspects of the Swarm:
Change
Hunger
Separation
Siphoning
Growth

Children:
Through the ages, some mortals have conceived Lothns children, immortals and demigods that have lived their mortal lives and gone to stand at their fathers side, watching their people.

Realm:
Those that tread the lands of Lothn are watched, the Swarm sees all, and is not always a happy host. When you get sick here, burn the bodies. And if you manage to reach his tower, walk along its streets without malice, for while Lothn no longer tread his divine realm since the first god-war, the tower holds part of his power, and with it his fatigue, no patience is to be found inside.
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-Race-
Name:
Parosulns
Paros: host, acolyte, lords
Sulns: aldin meshak ryfhol wahjin. lesser < lower < modest < higher < greater

Population:
A rough estimate of the Parosuln populace rounds up at about (currently counting) living in the Paln empire.

Appearances:
Aldin:
In their simples forms, the Aldin are small spiderlike creatures, four legs and four eyes on a rounded body. They have an often hard carapace, a moldable exoskeleton adapting to new situations. Tearing away pieces of their prey with tiny mandibles.

Meshak:
These little mixes between worms and snakes have a single big eye covering their entire face, until they open their mouth, running almost the whole way around their eye. They swim as well in their victims body as in water or waste. Devouring all they can swallow.

Ryfhol:
Faceted wings and two grid eyes on a little pearl of a body, walking not on legs but their front and smaller tail-wings. Using their long tongue-like mouth to pierce and suck the fluids of their food. If there is one there will soon be more, swarming and multiplying rapidly.

Wahjin:
Wisps drifting about in search of energies to absorb, their feelers grazing along the soft incorporeal substances around them. The seemingly leering face vanishing as they phase into a different state of being.

Hosts:
Simple humanoid beings, two legs, two arms, a body and a head. They generally grows to be around 6 feet, able to blend in with most other humanoid races. Due to their Family and Sulns some aspects are adopted;
Aldins tend to have coarser skin and thicker hair, and sometimes double eye-balls in each socket, or small mandibles inside their mouths.
Meshak have oily skin and constantly wet hair, bigger and wider mouths adorned with many more teeth as well as huge eyes.
Ryfhol are often more lithe, with long tongues and slightly grid-covered eyes, and hair that flies about them.
Wahjin have small crystalline growths on their body, shining eyes and moving transparency of their skin with a constant half-transparency to their hair.

Acolytes:
Humanoids further influenced by their Family and Sulns, often become a bit above 8 feet. A specific body-part is vividly different due to it consisting mostly of Sulns. The Acolytes also have one personal Suln that is bigger and more intelligent than their others.

Lords:
While they are still humanoid, it is only barely, and they are in most cases more Suln than humanoid, their size also varies greatly. The Lords are however capable of reining in their many Sulns to appear entirely humanoid, or let them loose entirely, leaving their Paros the naked centerpiece.

Physiology:
While the Parosuln may seem to be two different races living in symbiosis, they are actually the same. A specialized cell-tissue has brought about this strange evolution into what they are. Their nerves are capable of acting autonomous and in bigger parts disconnect themselves as a drone for the main-body, what has evolved into the Suln. Instead of blood-types the Parosuln have nerve-types, that cause more problems than they would rather think about.

The Host Paros house within their body a few Sulns, inherited due to their parents Families. These Sulns are able to help their Paros body in small ways, and maybe move out into the outer world and be a friend for them.
Occasionally the Parosulns contract diseases either in their Paros or their Sulns, mostly having to do with the connection between them not being in balance and instead causing stress on both bodies. A cold-like disease is often spreading among the young, giving them rashes and sometimes forcing them to forcefully take out the Sulns from their body until the symptoms have gone.
The Hosts live around 100 years and are fully grown at 20, usually not becoming much weaker or less clear of mind until they die thanks to their Sulns.

The Acolyte Paros have a larger amount of Sulns living in their body, as well as one bodypart that is made up almost exclusively of Sulns, often with a stronger Suln acting as its centerpiece.
If an Acolyte were to sustain a life-threatening injury, the Suln inside would keep the Paros alive until the damage has been healed. In the same way they are able to utilize their Sulns as weapons. Acolytes are able to control Suln in their immediate surroundings to a certain extent, and may control some at further distances.
If the Parosulns are unlucky, they might have to deal with Sulns that try to go against their body, feeding of it or leaving it. This often results in the Parosuln loosing weight, energy and depression until they have either the old Sulns back or have aquired new Sulns. Though some instead choose to live without Sulns. Another problem is Parosulns that lose their control and reason, turning into more beast than man. Sometimes it is the symptom of a disease, but sometimes it is not, and then the chance of them regaining their sanity as well as their old selves is slim.
The Acolytes are fully grown at 30, and live up to and in some cases longer than 200 years, though they tend to get crazy in some way during their second century.

The Lord Paros are filled with Sulns, in some cases they make up more of the Lords body than the Paros centerpiece. Though in other cases there are only a few. The reason is the Lords innate ability to let their body shift between Paros and Suln, making the tissue itself turn into Sulns as well as have the Suln become a real part of their Paros. The Lords also hold all but complete control over the Sulns in their surroundings, as well as their own at longer distances. A Lord wont truly die until all his Sulns are destroyed.
A rare condition that seldom appear in any other Parosulns than the Lords, is a disease or otherwise inflicted case of Suln-attraction, meaning that wild Sulns and sometimes even other Paros Sulns try and succed in entering their body. Feeding of their food and making nests inside them, resulting in painful growths filled with new Suln. While diseases that make the Parosulns Suln start growing uncontrollable may not be much of a problem for a Host, as they can simply remove the Suln. For a Lord the issue can get far bigger, mostly because the act of removing the infected Suln is painful. And if there are more than a hundred of them... The Lord might go mad from the pain.
The Lords live an average of 500 years, but most choose to either hibernate or live long periods through their Sulns, and while they are fully grown at 100 most Lords continue to grow and change of their own volition. Those old Lords that doesnt along the way decide to let themselves sleep forever are monsters in truth, often strange in both appearance and behavior.

The Sulns come in many shapes and sizes, as well as in varying measures of intellect. There is no sure way about how long they are able to live, but generally the bigger they are the longer they live. Those that are joined to a Paros tend to live increased amounts of time, as well as gain a higher intellect. The higher the rank of the Suln, the more of its abilities surface.

Aldins are stronger and heavier than their fellow Suln families, more sturdy and able to slowly regrow parts of their body as well as mold materials into new structures. They tend to prefer forests and caves with a dry and temperate climate.

Meshak are agile and flexible, able to eat and feed of more or less anything and also capable of secreting toxins and substances, along with their sensory-strands enabling them to control other beings. They prefer water and damp places with a humid climate, neither heat nor cold get them.

Ryfhol are fast and light, able to stay hovering in the air while asleep and capable of living through the roughest winds. Something with their sparkling wings make them able to mesmerize their victims. And their uncanny way of ripping themselves apart doesn't help. Wide tundras and high mountains with a hot and dry climate are good nesting spots.

Wahjin are partly incorporeal, capable of storing and releasing magic energies as well as feed on them. If there is an abundance of magical energies, they are bound to gather in large numbers, but thanks to their ability of changing themselves into an astral existence you may not see them. Not caring much for either the environment or the climate.

Reproduction:
All Parosulns are able to reproduce sexually with each other, while the Lords are also capable of having children by themselves.

Hosts are carried for 6 months and reach the age of 12 before they are able to have children of their own, every birth may give between 1 to 4 Host children. They are sometimes fertile until the age of 80.

Acolytes are carried for 12 months and are able to have children at the age of 20, every birth may give between 1 to 3 Acolyte children. They are in rare cases fertile until they are 160.

Lords are carried for up to 24 months and are able to have children at the age of 50, every birth may give at most 1 Lord child. They are often fertile until the age of 420, as well as when they hibernate.

Sulns are able to reproduce sexually, asexually and they are in some cases able to split of parts of themselves as something akin to a clone. Their broods are varied in both numbers and time carried, and they are often fertile until they die.

For Parosulns, the biggest question when having a child isn't always if its going to be a boy or a girl, whether they are a Host, Acolyte or a Lord is just as important, if not more.
It is rare for two Host to have anything other than a Host child, though it is possible if they have someone up their ancestry. Same for Acolytes and Lords.

A Host and an Acolyte more often get Host children, though a Host and a Lord usually have Acolyte children.
There is a practice of forcing a birth, to have a specific kind of child rather than another. Though it is rare.
The Family of the child is due to the strength of its parents Families. A strong Aldin with a Meshak/Ryfhol will likely have an Aldin child, possibly with slight signs of Meshak and Ryfhol in regards to the nerve-type. The child will apart from its own have a Suln from its mother while she is pregnant, and after birth it is customary for it to receive one from its father as well.

Culture:
The Parosulns live with the wild at their doorstep as well as in their home. Whether you live in a small village on the wide tundra, or in one of the biggest cities, The Sulns are a part of your life, and there are things in the dark, things that would just as quickly devour you without a trace as leave you alone for your neighbor.
All but every household has a Suln-nest of their own, keeping their house safe, a guard against the wild around them.
Much of their mundane interests and pleasures are deeply interwoven with the Suln and the wild. More obvious than otherwise during their Festivals celebrating the changing of the seasons. When outsiders might be tricked into partaking of the Parosulns addiction for Suln-crystals.

The Parosuln generally want to be buried together with their family, which includes their Sulns. Another usual tradition is to offer their flesh to the Swarm. A ritual performed by their Family's "Dead-Suln", a special breed of Parosulns that hold a special connection with the Swarm through consuming their kin. Superstition and suspicion surround these Family-branches whose chosen work falls somewhere between that of a priest and a mage.
While some Paros are able to become parents at an early age, the Parosuln supposedly regard everyone equally depending on their age. Until their 15th birthday they are considered children, and are generally their parents responsibility. Until they are considered adults at the age of 20 they are young, and have some of an adults possibilities in the Parosuln society.

While some of their artisans are skilled clockmakers, and scholars know how to make and utilize something akin to gunpowder. Their higher technology mainly consists of magic and the utilization of Sulns. Their smiths are however skilled in the making of steel, and their ship-builders ensure their sailors survival even on the roughest seas.

The populace is grossly divided between their chosen professions, farmer, worker, builder, hunter, trader, soldier, artisan, mage, priest, scholar and governor. There is unity as well as competition within the same kind of trade, and they always have some kind of contempt for the others. But above all, what Family you belong to is more important, both regarding Paros and Sulns. Sometimes whole towns consist of one Family, and those from another are more often treated worse than the same. Outsiders are due to their lack of Sulns often treated solely based on their profession, though some shun them for their lack of relation with the Swarm. And the Parosulns enjoy messing with outsiders using their Sulns.

Every village or town is governed by a mayor, and every region by a duke. They are tasked with managing the safety, law and order as well as keep a regional army ready for the nations use, all professions in a region answer to the duke for their activity. Exceptions are the scholars in charge of the crystal-gardens.

The nation itself is ruled by a high-senate consisting of one representative from each Family. But the dukes get their orders from the lower senate, thanks to the often monstrous nature of the four. The lower senate consists of representatives from every region as well as the fours personal attendants. All ruling governors are advised by someone from the church, the high-priests of Lothn.
Exceptions from the ordinary ruling system of the Parosulns are the children of Lothn, that are considered to be both a senator and a priest, and generally command the same authority as the high-senate.

Dresscode:
While some professions have clothes of their trade, the general population wear a mix of worked animal hides, leather or cloth made of aldin-silk and plant-fibers. Most clothing are loose and comfortable, as tight clothes restrict the Sulns possibilities of moving in and out of them. A kind of braided robe that have flaps where the Suln can rest unnoticed are customary for more formal situations.

Religion:
The Parosulns view of their god is strongly divided. It is rare for anyone but the priests to continuously pray to Lothn himself, as the other aspects of his power are a more responsive part of their culture. Some believe him to be nothing more than a myth, a fabrication to explain the Swarms behavior and the nightmarish wild around them. There are those that see him as a judge for their sins, a calamity waiting to befall them. Others think that they are all a part of him, as he is the center of the Swarm. And many don't see how they need a god at all, the swarm need no watcher.

The church of the Parosulns, the Sulns-faith, are an order dedicated to the stability of the Parosulns, founded during the first god-war they were to act as guides for those that channeled Lothns powers, the aspects of the swarm. Now they help and guide the Parosulns in their belief, helping them understand themselves and the world. They spend much of their days studying their scriptures and praying for their fellow people. But they are not to be confused with a purely aloof order disconnected from reality and its harshness. Those entering into the faith seek to keep the nightmares of the wilderness at bay and to guide their warriors in the art of praying for Lothns blessings, to partake of the swarms inherit madness. Monks of the faith are specialists in suppressing rampaging Sulns and practice a martial art known as the Nerve-form, utilizing the special disposition the Parosuln have in their nerve-system. The Nerve-form is loosely taught to all soldiers in the Paln army.

Their scriptures tell of the world and of the Sulns, the Paros and of the lands.
It tells how Lothn made the world by letting the Suln flow forth in the cold dark void. Guiding them to become the mountains, the seas. And how he made the Paros to walk the lands, to live in his garden. The scriptures tells of other gods, seeking refuge on his creation, his great kindness to allow them with his chosen. And how they wanted the lands for themselves, turning against him. The first god-war forced the Parosulns to war, a war where they made the lands red and the sky echo with their enemies screams. But the war was too dark for them to be remain sane, and they went mad with power. Thus Lothn split himself to lessen their burden so the Paros could live, and still continues to watch over them unseen.

There are gods that fought alongside Lothn and there are gods who came after. All deserve the respect their people shows towards Lothn and the Parosulns, but his allies more so.

Infrastructure:
Whether in a small town or in a big city, the buildings are made of either wood or stone, and sometimes Suln-molded or magically enhanced materials, often for the more special buildings.

Their towns are usually built in circles around the town-center and the townhall, where most governor buildings are located. With places of worship located on the outskirts along with the any local army and mage-buildings. Farmers live in the nearby surroundings of the town, their farmlands sometimes continuing for miles. Even more scarcely spread are the hunters, placing their homes where they are close to the wild.

Port-towns are more or less the same, with the difference of the port and the many boats and vessels replacing the farmlands.

The cystal-gardens are wide stretches of land, sky and sea surrounded by a high wall, guarded day and night against the wild as well as the wicked. Apart from Suln-crystals, herbs and plants, beasts and monsters are all grown and cultivated by the gardeners. Every garden spread out within the sight of a single tower, an obelisk carved from thousands of crystals.

Every soldier in the empire of Paln belong to one of its army-forts in times of war and during their initial training, unless they spend their lives as soldiers in which case it becomes their home. The fortresses are made to outlast sieges, the keep themselves the size of small towns, capable of keeping things out as well as in, some serving as prisons for the worst criminals in Paln. The surrounding area are made up of districts catering to the forts needs, while possibly not the soldiers supposed work.

Mage-academies are wonders of architecture, towers and spires winding about one another in their reaching for the skies. Tunnels and pathways connecting them in ways that beggars the imagination. Halls and auditoriums capable of housing the many students and the magical energies flowing through them.
A great tower home to the high-mages and practicers stands at the center of the academy, with slightly smaller spires for the teachers and their servants, as well as their private studies.
The halls for lessons and training blossom out from the teachers spires, and the towers making up most of the academies bulk house the students living quarters and the caretakers of the academy. A smaller town usually encircle the towering homes of the mages, profiting from the deal in supplies and magical trinkets.

Church-cities are different from usual cities in their abundance in chapels, churches, cathedrals, shrines and other buildings catering to the faith. Relics of Lothn and grand Suln-sculptures are commonplace. They are also quite obviously the home to the priests of the faith, and even the ordinary citizens tend to be more religious in their approach on their lives.

Every settlement of Parosuln, whether it be a village or a city, has dungeons and tunnel-systems coursing below them, making the town above ground the tip of the iceberg. Even the inhabitants are often unsure of how far these tunnels reach, with many of them feeling just at home digging deeper still.
The Parosuln grow, breed and cultivate most eatable things in their lands, though the devouring of humanoids is criminal in most regions.
Suln-molded materials and magical trinkets are among their usual exported wares, but weapons and transportation are also things they profit selling to other races.
While they keep beasts of burden along with other animals, slavery is not legal, servants and field-workers are however common.

Ways of transportation:
Carriages, boats, beasts able to walk the lands, swim the seas and soar through the skies. Some of Lothns relics also offers pathways through the Tower, enabling travel across the lands in mere fractions of the usual time. Those using the blessings of Lothn are never in a loss of ways to travel, not to mention those using magic.

Magic:
Among the Parosuln, the affinity for magic is greatly influenced by their Family ancestry. The wahjin being the most fluent, approximately one in ten capable of wielding magic. They are also seldom restricted regarding what kind of magic they use. The other three Families have about one sixteenth of that chance to be born with the prospect of a mage, the magic they use more telling of their heritage. More intelligent Suln sometimes show affinity for the arts of magic, often when they come from a family where the Paros are mages. While many might have what it takes to become masters of the arcane, half of them are thought to realize their gift, and only a portion become true masters. There are however techniques for either forcing the innate magical skills to surface, or even make non-practitioners capable of the arts.

The skill and fluency with the arts (whether arcane or divine) are grossly measured as that of a novice, apprentice, practicer, adept, master and sage.

There are varied kinds of magic wielded by the Parosuln, though mostly ritualistic and rune-based magic. In the Mage-academies there are however cases of elemental, summonings, curses and many other magic arts being practiced.

Apart from magic the Parosuln practice another form of powers, the blessings of the swarm, the channeling of Lothn's powers. While mages pry into the arcane matters of the world, the priests teach the arts of the divine. And these blessings are easier acquired, as every Parosuln with a connection to the Tower is able to pray for the aspects of the Suln-swarm. The art of praying for blessings regarding different aspects is something every soldier has a mundane understanding of, usually praying for the blessing affiliated with their Family:

Aldin=Change Meshak=Hunger Ryfhol=Separation Wahjin=Siphoning
Growth being an aspect both considered part of the Suln-swarm as a whole, but also a higher aspect.

A user of aspects may channel their blessings for a limited time, during which the burden upon the body from the Sulns abilites and possible swarm-powers are lifted. But they instead take a heavy toll on the mind of both Paros and Sulns, and extensive use will cause them to lose their sanity. A normal soldier is probably only able to use a single blessing of weak power during a very limited time. But the high priests and other masters of the aspects are in some cases capable of multiple simultaneous blessings of grand power for prolonged periods of time. The aftereffects are however considered to be worse than death.

The Paln army is divided in three major ways, rank, net and division.
Depending on whether they wage war on land, the sea or in the sky they belong to respective "Nets". While they in theory have the same ranks and have underwent the same training, the relationship and standing between the nets are constantly in turmoil. Both in times of war and peace, the regional armies all stand under the command of a chosen leader, in case of a nation-wide rousing of their troops. Each consisting of the soldiers belonging to every army-fort in the region and directed by one of their commanders.

Land-net:
The bulk of the troops wear simple leather and mail armor, carrying iron and steel weaponry, ranging from axes, swords and spears to halberds and scythes, their archers using both short and long-bows as well as heavier crossbows, also throwing-weapons like javelins. Heavier troops wear steel-make armors and weapons like war-axes, hammers, glaives, claymores and the like. Elite troops clad themselves in Suln-alloys and use apart from usual weaponry things made for Parosulns alone, Suln-weaponry, made through forging living Sulns into tools of war.
All soldiers of Paln carry their own additional equipment, and blue-tinted gray travel-robes in aldin-silk, their proofs of rank and different medals carried on the front.

Sea-net:
While they use mostly the same equipment as their land counterparts they focus more on projectile weapons, and drink more. Their ships range from small vessels meant for recognizance, to big barges able to transport a legion. Though their navy in large consists of middle sized ships with three to four sails they also command heavier ships.

Sky-net:
Through studying their Suln and taming various flying beasts the Paln army gained acces to the skies. Huge carriers drawn and kept afloat by magic, technology and Suln serve to both give an overview of the battlefield and the power to attack behind enemy lines and disappear before help has come. Deemed risktakers and lunatics by their fellow Nets, they are the pride of the Paln army.

No matter wich Net a soldier belongs to, most of their training is spent with their division, giving them a place on every battlefield.
Front-divisions, generally using the blessing of change, fighting their opponents with melee weapons to enable the Middle-divisions with their ranged weapons to decimate the enemy ranks.

Messenger-divisions, mostly using the blessings of separation, making sure that information as well as individuals and special supplies get where they are needed.

Rider-divisions, also known as the beast-divisions due to the kind of creatures they use as their mounts. Their charges on the battlefield meant to sow confusion among the enemy. Even humanoid beasts of the lands are sometimes part of these divisions.

Support-divisions, those tasked with maintaining the armies, repairing both weapons, armors and setting up the camps/making sure the ships continue to float or that their flying carriers doesn't crash. They are also the ones bringing machines of war to siege and assaults. Keeping the army-forts in shape when battling on home ground.

Spy-divisions, using the blessings of hunger they reach deep behind the enemy lines to gain information and remove potential issues.

Healer-divisions, using blessings of growth to enable their injured a second chance against their enemies.

Mage-divisions, walking the battlefield with the blessings of siphoning, unleashing their arcane wrath with destruction in their wake.

Priest-divisions, the voice of Lothn and the Suln-swarm, calming or fueling the Parosulns madness in the face of carnage. Warrior monks complete their ranks and render any opposition stunned.

Order-divisions, five separate divisions belonging to the five different aspects of the swarm.
The change Faceless. The hunger Feeders. The separation Shadows. The siphoning Lights. The growth Breeders.

Tactic-divisions, overseeing the armies and planning the best strategy for every encounter, aiding and advising their commanding officers across the battlefield.

Suln-divisions, numerous Suln following the orders of a few Paros, a miniature swarm crushing their prey under a mass of moving bodies. Leaving no trace.

Monster-divisions, soldiers calling the battlefield their home, at ease when their enemies blood cover them from head to toe. Shaping themselves into weapons of destruction, feeding their innate lust to devour.

Children of Lothn (a rank in this case, not his actual children), channeling the undiluted power of Lothn and the Suln-swarm, transforming themselves into leviathans of the Parosuln. There are only a select few of them at any given time, the succession of their curse a ritual to make the tower accept them as one worthy.

Nightmare-divisions, individuals capable of using the Dark Swarm, cursed and dreaded warriors keeping to the darkness, hidden from their fellow soldiers. A secret division answering only to Lothn and his children. Keeping their fellow Parosuln both in the army and state under watch, dealing with traitors and things that should not be made public.

Background:
Through their priests and leaders guidance, since the first god-war, the Parosulns have simply survived in their lands, kept sharp by the wild and readying themselves for what they know will come.

Relations:
As the Parosulns have tried (and generally succeded) to uphold peace with their surroundings, they have traded as well as fostered relationships with those seeking theirs. Merchant ships sail between them and most parts of the world, many of their soldiers also try their luck as mercenaries in the central areas of the world. The unrest in those godless lands resonating with their inherit crave for battle. A craving that has occasionally lead to rogue regions within the nation.

Legends/Myths:
The stories the Parosuln tell each other originate from the wild around them, along with the Suln with whom they are one part of a whole.

The Lands:
All habitats preferred by the different suln families can be found in the Paln empire. And even while there are millions of Paros living in the lands, there is still more wilderness than civilization, with beasts, wild sulns and outlaws ready to make unwary travelers disappear. Not to mention the nightmares in the dark.

Notable beasts:
Apart from the wild sulns there are various beasts having adapted to the often hostile environment of the two Paln islands. Among the most dangerous a few kinds of humanoids likely having originated from Parosulns becoming a part of the wild.
In the mainland forests are the territories of humanoid beasts known as Forest-giants (Am'ghar), unconcerned until you hunt on their mountains, sometimes mistaken for parts of them.
The marches and swamps on the south-east island are home to beings passing themselves off as lone travelers, wearing their victims clothes. The man-eating things are known as Baiters (Mnhol), due to them luring their prey out into the deep swamps.
Among the high peaks and deep ravines of Paln you might be swept away by the talons of its most skilled avian hunter, the flying humanoids are known as Wind-catchers (Renihz), moving at impossible speeds even when on the ground.
On empty stretches of tundra, where life seems to have no place, or in underground caves, where only fungi light your way. These are places you might have the privilege of catching a glimpse of a Lightsprout (Wquei), magical beings appearing and reappearing without seeming to care for your presence. Though there are darker rumors and stories about them you don't tell children.
While Paln is home to many creatures and beasts that are generally known to be at the top of their habitual food-chain, such as dragons, hydras and great bears, Curse-tails (Lehv'on) are the undisputed apex predators of the land. These deceivingly feline beings grow to be the size of churces, and hunt for the toughest prey there is, dragons and unknown monsters played with and ripped to shreds.

Location: where is your land?
The Grey lands.
 
I altered it to remove the laserbeams and make the lands and people more steampunk.
 
Man i am really gonna get detailed about Nether and his race once the rp has started.
 
If no one is gonna claim the blue land, I might as well move to the untaken orange. I would hate to RP with myself.
 
If no one is gonna claim the blue land, I might as well move to the untaken orange. I would hate to RP with myself.

i feel Drakes and Escarians wont be friends lol.
 
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