Species

Species

Taramarians

The now-extinct Taramar were a space-faring species who resided at least in part in a series of constructed habitats toward the edges of the Rutaren Galaxy Their exact point of origin or any home planet or system is unknown and not present even in what few records have been recovered from the Taramar Station after its rediscovery by the Southern Coalition Fleet

Most of the intact ConFabs discovered in Taramar Station at the arrival of the Southern Coalition Fleet were in such poor state that accurate records of the Taramarians are scarce and scattered, and the systems could no longer support any life aboard. The charge of the ConFabs themselves to maintain the station and checkpoints and attempt to integrate with any non-Mutaren species who arrived on the station suggests that the Taramarians on the station may have initiated a sort of 'life boat' protocol in their last days, though what led to the depowering of the station and the disappearance of the Taramarians is still unknown.

What is known is that the Taramar had mastered a number of frontiers in terms of digital and robotic technology. They were the creators of the ConFabs, nanofabricated metalborn who closely resemble humans, leading to the belief that the Taramarians themselves were humans and possibly another set of descendants from the Zuxian people. However, given regular interactions with the Gargorians, it's also been theorized that the ConFabs were crafted at least in part as emissaries to (or possibly infiltrators within) the Taramarians' nearest neighbors, and may not resemble the Taramarians at all.

The reason for the confusion over the physical nature of the Taramarians themselves is that all the Taramarian inhabitants of the Taramar Station for many years leading up to its abandonment appear to have been either ConFabs or digital entities without any known physical form. The transcendence from physical form appears to have happened far enough back in the history of the Taramarian people that physical factors had ceased being a necessity for social interactions, and so recovered records contain no mention of what the original biological Taramarians even looked like.

At least some Sirian Humans now theorize that the Taramarians never had a biological form and were a culture of artificial digital lifeforms from the beginning, but some of the structures within the station suggest this may not have been the case. Life support systems aboard the station and its checkpoints were either fabricated for Gargorian and Juren guests, or, more likely, constructed to support at least some biological Taramarians at some time in the station's history.

Recovered records do suggest that the Taramarians were a technoprogressive society on the whole, constantly seeking new advances in science and technology. No mention was made of Zuxian tech or its ilk, suggesting that the advancements the Taramarians made were entirely homegrown and not reliant on the uplift factor of discovering highly advanced technology to reverse-engineer.

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Juren

The Juren are one of the many descendants of the Zuxian and the most likely to reside primarily in what was originally Zuxian space.

Having forged an empire that spans more than a third of the Rutaren Galaxy the Juren make use of advanced technology to expand and maintain their impressive galactic holdings and keep their most significant rivals in the Mutaren Confederation at bay.

Growing out of the aftermath of the schism that fractured the Zuxian people, the Juren are a conglomeration of humans from a number of nations and worlds who banded together under a common banner, initially against other Zuxians. Emerging triumphant after decades of conflict that spanned several worlds and systems, the Juren are now the largest and most advanced population of humans in the galaxy.

Based on brief encounters with the Southern Coalition Fleet it's clear the Juren military follow a policy of 'shoot first' when it comes to first contact with new species. Their long conflict with the Mutaren Confederation has led them to xenophobic policies, at least toward the edges of Juren space.

Politics and culture outside of the military, toward safer interior territories in Juren space, are currently unknown.

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Zuxian

The Zuxian are believed to be the progenitors of all genetically-human species in the Rutaren Galaxy Over billions of years, the Zuxian people expanded out from their homeworld (location unknown) and home system (also unknown) to colonize the galaxy.

Despite their advancements in technology, including quantum computing and faster-than-light travel, the Zuxian empire established colonies in seemingly unrelated remote worlds. It's unclear whether they intended these colonies to expand within their particular sectors and colonize other livable worlds nearby, if they were still testing their FTL technology and thus wound up at fairly random coordinates, or if they were attempting to escape some form of extinction event at home and these colonies were the 'life rafts' of one or more factions within the Zuxian.

What is known is that, in nearly every sector, the influence of the Zuxian humans died out between millions and thousands of years ago, depending on the sector. Their descendants have diverged into several known disparate population groups: the Gargorians, the Juren and the Sirian Humans Much of their advanced technology was also lost, either due to environmental factors (Gargoria) or political rebellion (Sirian).

Only the Juren still possess the highly advanced Zuxian discoveries, though due to their own historical infighting, they have long since lost records of most of the remote 'life boat' colonies throughout the Rutaren galaxy.

It's unknown whether the Zuxian still exist in anything but their technology and their descendants, but their legacy (and the myths surrounding it) still echo throughout disjoint sectors of the galaxy.

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Mutaren

The Mutaren are an extraterrestrial species visibly distinct from galactic humans from the get-go. Their skin is a range of blue to green, leathery and heavily contoured.

Their features greatly resemble the scaled lizards of Sirian Planet - nearly all Mutaren have elongated, fanged jaws and clawed hands and feet. Less ubiquitous are secondary features like crests, tails, pronounced dewlaps, horny protrusions along the brow ridge and coloration changes like spots or stripes.

An early space-faring race in the Rutaren Galaxy the Mutaren expanded quickly, becoming known as warlike throughout the local sector. This impression is due largely to the fact that the first Mutaren in space were also the most militaristic nation from their homeworld. The drive for war sparked an arms race that resulted in viable space flight and habitation - so it was the most warlike Mutaren who left home and were encountered by other species.

Despite their physiology, they are a capable tool-using species with technology that rivals most other species in the galaxy, largely due to regular scavenging efforts across the worlds they've conquered. Reclaimed Zuxian tech and other local innovations combined with a variety of unusual combat tactics allowed them to largely fight the technologically-superior Juren Empire to a standstill.

The common name 'mutaren' was given to them by the Gargorians as a pun on 'Rutaren mutations' after early encounters mistook them for warped humans, rather than a genetically distinct species. The term was carried with the Gargorian Colonists to Sirian planet, where it caught on locally. What the Mutaren call themselves does not have an easy parallel in human speech. Juren largely refer to them simply as 'the enemy' or a variety of bestial slurs.

The Mutaren Confederation is something of an ironic name, as it refers to the Mutaren galactic military and the hundreds of populated worlds they've conquered and claimed as their own. The conquered peoples that the Mutaren do not exterminate are often taxed under threat of death for a substantial portion of local planetary minerals or technological innovations that can help the Mutaren military remain superior.

Despite impressive holdings in the galaxy, the Mutaren seem hellbent on expanding their influence and conquering all other species they encounter. The impetus for their expansion comes from a partial reliance on scavenged tech and the ongoing conflict with the Juren Empire leading to a regular need for an 'edge' in military encounters.

Additionally, first contact with the Juren Empire a millennium ago occurred shortly after a local schism within the Juren Empire (then the Zuxian). Encountering the militaristic forerunners of the Mutaren, the embattled, xenophobic Juren laid waste to early emissaries and launched a brief campaign pushing into Mutaren space. This sparked a war which lent influence to the more militaristic and extremist leadership within the Mutaren - a zeitgeist that has endured for centuries of conflict.

This extremist view has been sadly sustained and reinforced by interactions with the Juren Empire, who are not shy about their own 'rightful claim' to the whole of the Rutaren galaxy. The ongoing struggle between the two superpowers has only galvanized Mutaren thinking and spurned them onward to further conflict and conquest.

Luckily, the Mutaren have yet to be seen in the Sirian System and, much like the Juren, appear to be content monopolizing the rest of the galaxy for the time being.

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Shadow Fae

Shadow Fae

Within a deep burrow underneath Stormhold, there live a small group of 31 Faeries They once numbered over 500 and the oldest among them is about 5000 years old. Over the past decade, their number has dwindled quickly down to only 50...a mere tenth of their former numbers. The Shadow Fae lived in harmony with, and depended upon the various Lacertae types..their magics intertwined and dependent upon one another. It was a mutually symbiotic relationship that benefited them both. Where Stormhold now stands, the highest hillock in the area, was a Faerie Mound where the Fae lived invisibly due to Lacertae magics. The Lacertae became less and less in number over the years. Overhunting by Orcs in the area, as well as treasure hunters and the ever-expanding city of Ramsalon took their toll upon the sensitive lizard-like creatures. The Shadow Fae tried to compensate as best they could, and were able to maintain their own numbers for a time, but since their own magical Essence was dependent upon the Lacertae's magical energies, their numbers finally diminished as well. They were left with only two unhatched Lacertae eggs by the time their numbers reached 50 or so. Then, several years ago, Maelstrom began building Stormhold atop their Faerie Mound. They attempted to halt the construction and drive him off, and construction -did- take several extra months to complete, but in the end, they failed. They were simply too weak without enough Lacertae to fuel their own magics and sustain their lives. 19 more of the Shadow Fae died in their valiant attempts to save their ancestral home of so many centuries. The remaining 31 Shadow Fae fled with their two remaining eggs. Lacertae are relatively few in number and many are indistinguishable from lizards, newts or Salamanders They can be found in almost every part of the world, but in few numbers. Lacertae are related to Dragons and although most are not aware of it, Dragons left many things behind them when most of them departed this realm. One such thing is how the Shadow Fae are dependent upon the Lacertae for their very survival. While Lacertae energize their magics and sustain themselves from the very elements in their environments, the Shadow Fae do something quite similar with Lacertae. And once those bonds are established between Lacertae and Shadow Fae, the bonded Lacertae will die without Shadow Fae in proximity. Proximity being a few miles. Fae will die without Lacertae...period. In return for the bonding, Lacertae are kept clean and are well-cared for and loved in all respects...as well as their magics becoming amplified by the Fae and being more powerful than normal. Recently, the 31 Shadow Fae returned to Stormhold and confronted Maelstrom. His Keep had destroyed itself and all of the psionic defenses had faded away. There is the remains of a powerful dimensional gate at the old Keep's base, well hidden and kept secret, but it doesn't impair the Fae. Maelstrom agreed to allow them to return to the Mound and promised to protect them and keep their secrets safe. An extra boon to the Fae, which is what prompted their return, is that Maelstrom has a mated pair of Water Whelps on the property...the Lacertae type that is aligned with the water element. The Fae contingent is comprised of the following...

Black Fae - 1...
This is the king and his given name is Smiley, thanks to Maelstrom. His true name is Rai’nkir. He is the creator. His powers include the ability to create a fairie mound and the underground city that accompanies it. He also has the power to imbue things of nature with breathing souls, giving them free will and possible sentience. The Fae King is the only one of the group who can make enchantments permanent. All of the Fae can create enchantments, but only the King can choose to make them permanent. A measure to help ensure the perpetuation of the species is that the Fae King can communicate with anything in nature and can bond to any kind of Lacertae.

INT: 125
SPI: 125

Skill 1: ~100~ Create Faerie Mound
Skill 2: ~100~ Imbue Essence
Skill 3: ~100~ Permanence

Silver Fae - 1...
He is the last of his kind. His true name is Roxir. His specialty is working with Icewyrm Lacterae. If he doesn’t find one soon, he may die before much longer. His powers are teleportation and are very strong, rivaling even the most powerful mages of the Mage's Guild. He is among the oldest of the remaining Shadow Fae.

INT: 100
SPI: 100

Skill 1: ~100~ Teleportation

Green Fae - 6...
These Shadow Fae are along the caliber of a strong healer. Only one of the Green is powerful enough to resurrect a dead person though, and even that power must be used within five minutes of death or it will fail. They can also restore things that are broken, back to their original state. Nature magic is their primary realm of preference, with geomancy often being one of their preferred creative outlets. The most powerful is named Tur’eral. The Lacterae aligned with the Green Fae are gecko-like types. There is one currently located nearby, but it has been very reclusive.

INT: 40-100
SPI: 40-100

Skill 1: ~40-100~ Restore Anew
Skill 2: ~40-100~ Influence Nature

Red Fae - 4...
These Fae are attuned to the energies of fire. They work with Fire Lacterae, which normally reside deep in volcanoes where they bathe in the lava and soak up its powerful energy. It is quite a ways down, perhaps 5 kilometers or so, but almost directly under Stormhold, there is a flowing channel of lava in which one Fire Lacertae resides. Only one though, which explains there only being four Red Fae.

INT: 40-80
SPI: 40-80

Skill 1: ~50-100~ Fire Manipulation

Blue Fae - 6...
These Shadow Fae are intimately in tune with water magic. They can manipulate water in any of its various forms, shape it into any form they desire, make it rain or create fog or whatever, as well as actually being able to locate water when it may be completely undetectable to others. They are associated with Water Lacterae.

INT: 45-90
SPI: 45-90

Skill 1: ~45-90~ Water Manipulation

Orange Fae - 5...
These little Fae are especially skilled in creating magical shields of all types. They are associated with Air Lacterae.

INT: 50-100
SPI: 50-100

Skill 1: ~50-95~ Shielding Aura
Skill 2: ~50-95~ Air Manipulation

Yellow Fae - 4...
The Yellow Fae have the ability to create illusions so real that they can mimic the real thing, including natural and independent actions on the part of the illusion itself. They are associated with either Air Lacterae or the gecko type, dependent on their individual inclinations.

INT: 40-90
SPI: 40-90

Skill 1: ~50-100~ Illusion

Purple Fae - 4...
These Fae have the ability to transform into an object of their choosing. It is only on a limited basis and is time dependent. 2d100 will determine how long it can remain in that form. They work closely with Spirit Lacertae.

INT: 70-100
SPI: 70-100

Skill 1: ~60-100~ Metamorphose

In return for Maelstrom allowing them to return to their home, the Shadow Fae agreed to assist him with anything within Stormhold itself, including the creation of unique new defenses. All defenses can be activated or deactivated by a command word.

Categories

Undead

Undead
The Undead as a class, encompass a variety of different things. In general, though, the undead are anything that was once dead, but now has some semblance of life. Living things resurrected by holy magic or life magic are excluded, and anything created with necromancy is usually included.

Nearly all undead, like most cursed individuals, have an unnatural aura, which animals (especially horses) can sense and are terrified of.

A near-infinite variety of undead can exist, limited only by the talent and creativity of a necromancer. The most common forms include the following:

    Druj
    ---
    Ghosts Ghosts are the metaphysical remains of deceased persons who have not yet wandered into the Shadow Realm usually for natural reasons. Most commonly, ghosts will remain if the manner of death was violent, or if the ghost has some connection to something in the world.
    Lichs Lichs (or liches) are the most powerful of undead creatures. They are a special case, rarer, as undead go, but still some of the most feared and terrifying of any monsters. Soulless and immortal, they are free-willed and evil, and even if there were mortal men stupid enough to attempt to control one, it would be impossible to summon the power.
    Skeletons Generally, the skeleton is an internal array of bones (or external case of chitin, in the case of exoskeletal creatures) that serves as a support structure for most animals. In Vaxian usage, however, it usually refers to animated skeletons, which are undead creatures like Zombies but whose flesh has all decomposed away and who are usually given weapons. They are animated by necromancers, who control them like puppets.
    Vampires Vampires in Vaxia are mostly undead, individuals who have been cursed and brought back to a form of half-life by another vampire. There are many different clans of vampire, with differing abilities. Vampyres are just the same, the only real difference being that they can't spell correctly.

    Vaxia/Races/Undead/Wights Wights are undead creatures that are similar in construction to Vaxia/Races/Undead/Zombies and Vaxia/Races/Undead/Skeletons, in that they are raised from dead bodies by necromancy. However, they somehow have slightly more free will than the others, and are often given armor.
    Wraiths : Wraiths and Shades
    Wraiths and shades are barely-corporeal undead creatures which are created by necromancy. A necromancer fishes a recently-deceased soul out of the Shadow Realm and gives it form. The resulting creature is fairly independent, but not sapient, and can best be described as rage given form. If the necromancer fails to keep tight control over his wraiths, they may turn on and kill him. They are something like thick black clouds or thin black sheets, and are often, but not always, given metal claws.

    Zombies
    Zombies are undead creatures with no mind of their own. A necromancer raises a fresh corpse from the dead, and operates it as a puppet.

Categories

Mystical Animals and Creatures

Elrune
Elrune have the body of a lion with short brown fur. They have long slender necks though fitting for their body size. Their head is that of a deer, with a pair of antlers that go strait up and have four points on each antler. The Antlers are about 2 feet tall. On its back are two Sets of wings. The first is at the middle of its back. The second is about three quarters of the way up its back. The Wings are 8 feet long each wing. They are angelic and have a single join in the middle of the wing and one at the body where it connects. One set of wings is on the higher part of the back and they beat together perfectly.



Crabhydras
Crabhydras are monsters of the underworld. Most are wild, but some are occasionally tamed (or at least harnessed and used) by Nethar commonly as living siege engines. They are found in the deepest caves of the Nethar, mostly in the northwest portion of the Vaxian Continent While their origins are unknown, there are some myths and legends say that they were first created many millennium ago by Tsef'reddeg, Qua'ress's firstborn son.

Automatons

Since the Final Solution no Automatons have been seen, even in Argonn.

Were constructs created after the Darkest Night to help protect and enforce the laws of teh Vaxian Empire especially in Ramsalon Their original designs were taken from reverse engineering Whirler's designs, then in time the Royal Labs started releasing their idea of improved versions. These constructs are a combination of clockwork engineering and a lot of magic. Most of these constructs were destroyed during the Naga Nori War but it is believed the Royal Labs and Vaxia Empire may have some hidden away.



Dopplegangers

Doppelgangers are thought to be a kind of chaos demon. These beings can take the form of anyone that they touch, though they do not gain their memories. Often a doppleganger will study or learn about potential targets so that they can become that person and ways to mimic any notable abilities.



Pyrads
Pyrads are a type fire faerie. They often live alone in different parts of the world close to volcanic regions. Roughly every 500 years or so, they feel a great calling to someplace that is generally a central location to all of the pyrads in the world. Some of them end up with the calling and finding another pyrad to mate with.

Rock People

These creatures were rocks pushed up from the very core of the earth. They would not melt even though they were in the core of the planet. These rocks came to life as the old world was being destroyed, and inherited some of the magic from that time. As more rocks came up from the core of the planet over time, the older Rock People would push them close together, and new rock people would be born.



Durgamoth

The terrible creature known as Durgamoth (which literally means "nightmare fish" in the Candenordian language) has terrified the minds of the sailors for many years, since the first ship sailed from Corpis port to an unknown world.

The Durgamoth, close cousin to the Kraken is a creature that appears to be a cross between a giant squid and a sea pike. Big headed with thorns, a large mouth full of fangs, 20 brilliant eyes on the forehead, and 20 tentacles full of spikes, the durgamoth is truly a living nightmare for the one who clashes with its wrath. The creature normally lies in the bottom of the ocean, and eats bunches of fishes every day to survive. It is known that a durgamoth can attack a whale when he finds himself very hungry, or any prey that swims next to it.



Kraken

The krakens, cousins to the durgamoth, live in the deepest parts of the deep waters of the Western Kadrass and in the even deeper waters of the Southern Kadrass. They rarely float to the surface, only the young ones will occasionally gnaw on boats, which is good, because krakens can become enormous. The largest ones, perhaps millenia old, have been cited by lost Sea Elves and Merfolk as being miles from head-fin to tentacle-tip. They seem to vary somewhat in description, sometimes being described as enormous octupus-like things, sometimes enormous squid-like things, but most witnesses tend to be terrified and prone to exaggeration.



Dragons

There are a few different types of Dragons in Vaxia. Each type of dragon isn't simply a slight variant along the same lines - they are entirely different species, like the difference between a shark and a whale.

On the Vaxian continent, dragons are extremely rare - so rare, in fact, that they're considered by many to be little more than myth and legend. A sighting in the city of Ramsalon has put that question to rest in the area - but dragons remain a mysterious species not generally understood by the commonfolk.

By contrast, the continents of Candenord and Shi Inkahan have always been known to have dragons, with the Candenordian dragons being most like dragons found in European myths and stories and Shinkan dragons that look akin to more dragons and dragon like creatures found in the myths around Asia.



Fire Salamanders

Fire Salamanders are large and often red kind of lizard with fireproof skin. They live in the deepest caverns of the planet, far deeper even than the Nethar like to travel, and are very rarely seen near the surface. Fire breathing is a common trait to many fire salamanders.



Basilisks

Basilisks are very rare lizards with the ability to turn people to stone.



Constructs

Constructs are creatures that are built and animated often with a combination of science and magic. They can be made out of just about any kind of material one can get their hands o

Flesh Constructs

    Flesh constructs consist of body parts scavenged from corpses or living beings and sewn together in some manner then animated with magic.

Blood Constructs

    Blood constructs share some similar characteristics to flesh constructs, though often the materials that make up these constructs are more along the incomplete parts or liquids from a body. Blood is the most popular material used for these constructs hence the name.

Homunculi

    Homunculi are considered more advance flesh constructs as they are made to be more like a better representation of a species, in essence a constructed copy.


Unicorns

Unicorns are magical creatures that are mostly described as a horse with a single horn protruding from its forehead.

Suggested stats:

life: 40
end: 40
str: 40
dex: 60
int: 20
spi: 40
char: 40
aware: 70 - they are aware of people trying to capture them
stealth: 70 - they are sneaky and rare, and hard to capture
kick: 30 - from time to time they kick things
stab: 40 - the horn is not ornamental
- unicorns are considered rare, and their horns collectable, as well as magical. As is their mane, hair, and hide.

Due to Stats please do ask Setting before using a unicorn.



Leviathans

Leviathans are creatures of stupendous size, more colossal even than krakens, durgamoths, and giant sea turtles. Little is known about these gargantuan behemoths other than their size.



Minotaurs
Minotaurs can be described as something like humanoids with the heads of bovines, or as bovines which walk on their hind legs and have human hands.

Direwolves

Direwolves, or arctic wolves, are much larger, smarter, and more vicious than regular wolves.



Giant Turtles

There are some species of deep-sea turtles which can grow to enormous sizes, comparable to krakens or leviathans. These are rare, however, and generally docile, so they are considered good luck charms when sighted by ships.



Griffins

Griffins are mystical creatures often reported as having the head of a bird and the body of a large cat (however many say the front legs are more like a set of bird talons rather then feline), and a set of wings on the back of the body.



Nargols

--- to come ---



Shadow Fae

The Shadow Fae is a group of faeires that reside at Stormhold, and help protect it.

Categories

Mundane Animals

Pigs

Pigs are a genus of even-toed ungulates including the domestic pig and the wild boar. Pigs are omnivores, and despite their reputation for gluttony, they are generally social and very intelligent animals.

Domestic Pigs

Pigs are one of the most common farm animals in Vaxia, alongside cows, chickens, sheep, and horses. Pigs are kept for their delicious meat, providing various forms of bacon, ham, and pork.

Wild Boars
Wild boar are closely related to the domestic pig (an animal with which it freely hybridises). Wild boar are more muscular than domestic pig, characterised by huge tusks and dense, bristly fur. The hunting of wild boar is a popular (and dangerous) activity among Vaxian nobility.

Although "boar" refers to the adult male of many species of hog, including the domestic pig, "wild boar" is used to refer to the whole species, including wild boar sows and wild boar piglets.

Elephants

Elephants are a fairly broad category of creatures which can be found on all three major continents in the Vaxian world. They are some of the world's largest quadrupeds, easily distinguishable by their large, flappy ears, sharp tusks, and long, prehensile noses. All elephant species are relatively easy to tame, and are used for work and war by many peoples.

Candenordian Elephants
The forests, deserts, and plains of south-eastern Candenord are home to these elephants. They are a dull gray in colour, and can grow up to 12 feet tall at the shoulder and 24 feet in length. They have the largest ears of any elephant, and both males and females have tusks.

Shinkan Elephants

The elephants of south-western Shi Inkahan are slightly smaller than their eastern relatives (up to 9 feet in height) and redder in colour. They also have more of a hump on their backs and a noticeable dent in the top of their heads. Female Shinkan elephants lack tusks.

Woolly Mammoths

Mammoths, found in the far northern tundras of the Vaxian Continent are the largest species of elephant, growing up to 16 feet tall at the shoulder. This species is distinguished by its thick coat of shaggy brown fur and its excessively enormous tusks, which grow up to 16 feet long and are much more curved than those of other elephants.

Felines

Feline is the general term for a variety of cats and cat-like species. They are generally furry, solitary, and adorable, with sharp hearing and good eyesight. It turns out that nearly all species of cat are capable of producing a soothing rumble called a "purr".

Housecats
Domestic cats are often seen around houses, farms, bars, and ships. Anywhere there are people, you are likely to find cats. These creatures generally feed on small rodents that are generally detrimental to human livelihood, and moreover many humans find it comforting to pet a cat. For these reasons, housecats have entered into a symbiotic relationship with many civilized races, though anyone who knows cats might say it's a stretch to call them 'domesticated'.

Wild Cats
There are many species of big cat. The species found on the Vaxian continent include a number of varieties of leopards (including snow leopards), panthers, bobcats, and lynx.

  • Lions Lions are large, tawny yellowish carnivores native to the continent of Candenord. They are among the only species of feline that are social, hunting in groups called prides. Male lions have been known to grow large, luxuriant manes.

  • Tigers Tigers are slightly smaller than lions, and generally found on the continent of Shi Inkahan. Their most notable feature is their striking orange and black stripy pattern.

  • Sabretooths Sabretooth cats can be found in the far north of the Vaxian continent. Their most noticeable feature are their protruding maxillary canine teeth, which can grow up to 17 centimeters (7 inches) long and are used for stabbing more than slashing. Sabretooth cats are larger but more compactly built, with shorter and more massive limbs than other felines, and generally have a thick coat of fur.

Penguins
Penguins are small, flightless, water-dwelling birds which live in polar climates, such as the Northlands of the Vaxian continent. They comprise a great many species, but are usually black and white in color and subsist on fish. The largest species can be up to three feet tall.

Rodents

Rodents are a classification of small, furry animals whose teeth grow through their whole lives and who are generally considered pests to humans.

Mice

Mice are small, cute, timid rodents that like to eat grains but are otherwise harmless to humans.

Rats

Rats are largish rodents that often live in sewers and are frequent carriers of plague. They are recognizable by their bare tails and malevolent demeanor.

Turtles

Turtles are any of a number of species of usually water-dwelling reptile that is covered in a hard, bony shell.

Tortoises

Tortoises are large, land-dwelling animals, basically the same as turtles, but with feet instead of flippers.

Wolves

Wolves are any of a number of species of large, furry, forest-dwelling animals, related to dogs, which usually hunt in packs to take down prey much larger than themselves.

Sheep

Sheep are quadrupedal, plant eating mammals. They can be kept as live stock and have their wool harvested to create clothing and other items. Their meat is also used as a food source.

Primates

Primates are a group of animals which includes lemurs, tarsiers, monkeys, apes, and most humanoids. They tend to be considered one of the most intelligent groups of animals, and are often highly social as well.

Lemurs and Tarsiers

Lemurs are found in the jungles of some of the islands southeast of Shi Inkahan, and are distinguished by their long tails, used for balance, and their large, reflective eyes. Tarsiers are found in the same regions, and have much smaller bodies with proportionally enormous eyes, as well as thinner, rat-like tails.

Monkeys

Monkeys are the most common of primates found on all three known continents, in many environments, though they thrive in forests and jungles. Monkeys frequently have prehensile tails, and are sometimes kept as pets, stereotypically by East Kadrass Pirates

Apes

An ape is, most simply, any primate which lacks a tail. This includes gorillas and chimpanzees, both native to southern Candenord. Vaxia's most famous gorilla, Ben Branlyn (given enhanced intelligence by the Royal Labs and put in charge of Victory City), is an ape, although people frequently refer to him as "The Monkey" anyway.

Humanoids

Most humanoids, including humans, Elves dwarven races, orcish races, and beast people, are likely descended from one ancestral race, closely related to apes, altered and split into many through various instances of magical experimentation and divine intervention as well as continued natural evolution.

Horses

Horses are large odd-toed ungulate mammals, used for millennium as one of the most economically important domesticated animals, especially relied upon for farm work and for transportation.

Most horses perform work such as carrying humanoids or are harnessed to pull objects such as carts or plows. Hundreds of distinct horse breeds have been developed, allowing horses to be specialized for certain tasks; lighter horses for racing or riding, heavier horses for farming and other tasks requiring pulling power. In some societies, horses are a source of food, both meat and milk; in others it is taboo to consume these products.

Horses are used often in war, especially in Nebrak, famed for its knights.

Cetaceans

Cetaceans are an order of carnivorous marine mammals more commonly known as whales. They breathe air, for which they must surface periodically. Baleen whales consume microfauna called krill, while predatory whales, dolphins, and porpoises eat fish and squid.

Bovines

Bovines are a group of quadruped creatures that are distinguished by their cloven hooves, true horns, and herding instincts, and are often used for food.

Aurochs

Aurochs are large, shaggy animals found in the northern regions of the Vaxian continent.

Bison

Bison are large, semi-shaggy animals with small horns that are found in Candenord and Vaxia.

Cattle

Cows are widespread and can be found on all three continents. They are domesticated in most places, except where religion or culture prohibits it. They are some of the most versatile domesticated animals: their meat is consumed as food, their milk is consumed fresh or turned into various dairy products, their skin is used for leather, and when all else fails, they are used as draft animals to pull carts and plows. Bulls have horns, cows do not.

Yaks

Yaks are medium-large, very shaggy creatures which live in the mountains of Shi Inkahan.

Lizards

Lizards are a very large group of reptile creatures. They are distinguished by cold-bloodedness, scales, and a basic tetrapod body form.

Small Lizards

Small lizards comprise hundreds of species that can be found all over the world. These include chameleons, iguanas, collared lizards, and monitor lizards, among others.

Giant Lizards

Giant lizards, including what we might call a komodo dragon, as well as even larger species - are found mostly in caves, cultivated as a source of food and leather for clothing by the Nethar

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Nei'draconae

The Nei’Draconae are a dragon like creature that had been created by a method of magical construction and then selective breeding design. Malestrom created the program which lead to the development of the Nei’Draconae. He had sold one to Otho Proudfoot whom gave it to Razzine and the Vaxian Empire Intrigued by the creature the Empire approached Maestrom with the resources to expand his project and provide many of the creatures to be used by the Vaxian Empire.

The Nei’Draconae had proven to be more intelligent than just basic magical constructs, even shown to be quite clever. They also demonstrated they could breed with little complications. Thus the program turned its attention on breeding the Nei’Drawconae instead of just creating them. From this different types of Nei’Draconae developed.

The main breeding area is in a cavern that is hidden within the grounds of Stormhold. There are also few remaining nests in the Kanestronia Cathedral where a handful of Nei’Draconae still flock. Though their numbers are smaller since the Naga Nori War and the removal of the Vaxian Empire. Many of their Nei’Draconae were killed in the battle or taken with them as they retreated.

In time some Nei’Draconae have also escaped the program and the Vaxian Empire (especially after the Naga Nori War) and have started building nests around the Northern Peninsula area. There also a couple of islands where some Nei’Draconae have been placed to live in peace away from the rest of the world and to grow their numbers.

Nei’Draconae have a lifespan of about 100 to 250 years. They reach their full size within one year. They are susceptible to several illnesses and allergens which has a high risk of killing them if not treated. The risk is even higher should a Nei’Draconae be separated from its brood for too long.

There are seven types of Nei’Draconae breeds. They can be identified by which color they are mostly of, and the slight differences in their physical features, and specific abilities. Each brood has only one Bai’Dracon, and she is their sole alpha female and leader.

    Rua'Dracon
    Color: Orange
    Height: 5-9 ft at shoulders
    Length: 10-18 ft from nose to tail
    Wingspan: 20-36 ft from tip to tip
    Features:

    Lae'Dracon
    Color: Red
    Height: 3-5 ft at shoulders
    Length: 6-10 ft from nose to tail
    Wingspan: 12-20 ft from tip to tip
    Features:

    Shi'Dracon
    Color: Green
    Height: 2-3 ft at shoulders
    Length: 4-6 ft from nose to tail
    Wingspan: 8-12 ft from tip to tip
    Features:

    Tei'Dracon
    Color: Silver
    Height: 7-13 ft at shoulders
    Length: 14-26 ft from nose to tail
    Wingspan: 28-52 ft from tip to tip
    Features:

    Veu'Dracon
    Color: Blue
    Height: 9-17 ft at shoulders
    Length: 18-34 ft from nose to tail
    Wingspan: 36-68 ft from tip to tip
    Features:

    Sae'Dracon
    Color: Black
    Height: 6-12 ft at shoulders
    Length: 12-24 ft from nose to tail
    Wingspan: 24-48 ft from tip to tip
    Features:

    Bai'Dracon
    Color: White
    Height: 8-16 ft at shoulders
    Length: 16-32 ft from nose to tail
    Wingspan: 32-64 ft from tip to tip
    Features: Always female, only ones that can lay eggs. Produces an enzyme that helps her brood survive illnesses and allergies that would otherwise kill them. She can not produce the enzyme without her consort from each one of the other breeds as their collective pheromones stimulate its production.

The breeds do not live exclusively with just their type. Instead they all live mixed together in a family unit called a brood. This affords that they all can compliment each other’s abilities and help improve the survival of the creatures, as broods can band together should they need.

Females tend to larger and more aggressive than the males making them excellent guardians and hunters, they make up much of a brood’s population. Males can fertilize laid eggs and also attend to the needs of the Bai’Dracon as her consorts. Only the Bai'Dracon can lay eggs and has the ability to determine their gender by temperature control. Hotter temperatures result in males and cooler temperatures result in females. Once eggs are fertilized by a male, the offspring will be the same breed as the father.

The Bai'Dracon decides when more of a particular breed is needed. When such a need is announced, the males of that breed become more aggressive than normal. If there is more than one male of that breed in a brood then the alpha of them will be granted the right to fertilize the eggs. This can happen a few ways, they may just decide themselves whom is to be the alpha based on what that one male has done for the brood and submit to him. If there is no clear alpha, then the contenders will fight to determine the alpha. The fights are never to the death, only until submission.

The Bai'Dracon can lay eggs once every 3 months, usually in clutches of 5 to 7 eggs. There can be multiple breed types in one clutch as a male from each breed may be called to fertilize an egg. Once every 13 months, she can self-fertilize one egg in an attempt to produce another Bai’Dracon. There is a 50% chance that it will hatch a Bai’Dracon, a 30% chance that it will be sterile and a 20% chance that it will result in a mutant variant of one of the breeds (7% to be a mutant Ba’Draconi, 15.5% for each of the other breeds).

If a normal Bai’Dracon is hatched, she will remain with the brood for a full year, but then must leave and form her own brood. She becomes fertile at 6 months and is allowed the fertilization services of any willing male and follows the normal breeding rites. Hatchlings born of this second Bai’Dracon, remain with the brood. When the second Bai’Dracon leaves a number and type of Nei'draconae equal to that which she hatched will leave with her. Volunteers are chosen first, then they decide among themselves which others of them will leave if there are too many or too few volunteers. Once the second Bai’Dracon has her new brood they undergo a ritual where she chooses her consorts and bonds with them which enables her to start producing the enzyme that helps keep her brood healthy.

Mutant variants can be hatched there is a 10% chance from being fertilized by a male, and a 20% chance when a Bai’Dracon fertilizes. These mutants vary wildly in size and ability and have a chance to even manifest abilities not typically present in the breed. These mutant variants are handled on an individual basis. Generally they will be accepted as part of the brood unless they prove to be too dangerous and threaten the lives of the brood. The Bai’Dracon of the brood and her chosen beta females will decide if the mutant variant is a threat to the brood. If it is unanimous that it is a threat then the Bai’Dracon will not rub its enzyme on it, effectively sentencing it to death as it would succumb to illness and allergies by falling into a deep sleep that becomes a coma where their body slowly shuts down and they die.

Mutant variant Bai Dracon are handled similarly. If she is determined to be unfit for breeding, she is allowed to remain with the clan or leave. No males are allowed to fertilize her eggs and no Nei'Draconae leave with her if she decides to leave the brood. If it is determined that she is fit for breeding, she is treated like any other second Bai'Dracon would be treated. Hatchlings of a mutant variant Bai'Dracon will tend to inherit a form of the mutation such as being slightly smaller or larger than average, splotches of the color of the Bai'Dracon, etc.

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The Crowned

In 3 CE, throughout Sirian, as if it were a deliberately planned and staged event, multiple individuals in large communities at the rising of the sun caught 'flame' - a ribbon of pure red light burst forth from their temples and encircled their heads. Later it would be clear the affected individuals were all of a particular sort: those gifted with psionic powers.

In the first few moments, each stood, stepped out into the street or onto a rooftop and stared directly at the sun, ignoring everything else around them, including panicked loved ones trying to jar them out of the strange trance. The infected then collapsed into what seemed to be lasting comas. Naturally, family and friends of the infected sought to take care of them, taking them to the nearest hospital or medical center.

Then The Crowned woke at sunset.

Not quite Unlife these new infected, called the "Crowned" due to the ring around their heads, awoke from their comas and began wreaking destruction with ruthless efficiency throughout every major urban center across the globe. They first sought out others with latent psionic potential in their vicinity, causing them to grow their own Crowns to match. Those without psionic abilities were simply possessed, mentally dominated by the Crowned and used as labor drones.

Unlike the much more feral Unlife, The Crowned are calm, calculating, tactical entities. Early encounters suggest that the Crowned infection is highly intelligent, gathering and controlling hordes of people and Unlife to aid in a systematic elimination of human life. They seem able to harness at least some of the knowledge and skills of the unfortunate host. The source of the infection is still unknown, as is its motivation beyond propagating itself and eliminating human life.

For the victims, not all those possessed by the Crowned are permanently lost. The mental domination by the Crowned appears to have a very limited range, and those rescued from a swarm and taken far enough away from its Crowned queen can recover all faculties given enough time to psychologically recover.

The Crowned themselves appear to be beyond healing. The affliction affected Fleet personnel lightyears away from Sirian Planet and has devastated the Elfin across the galaxy, so any psionically-active persons are at a constant risk for becoming Crowned. Initial infection appears to be tied to the direct use of said abilities, thankfully, so there is some ability for a very disciplined person to greatly reduce their chance of becoming infected.

Crowned appear to operate independent of one another and very seldom operate in groups (not counting their swarms). Within a swarm, a Crowned has a strong connection with all the members of the swarm and their senses, like an extension of their own nervous system. The Crowned can communicate with and command part or all of their swarm at the speed of thought, making them incredibly dangerous.

For rules on how Crowned affects operate in play, refer to the Crowned Rules page.

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