Zenurion's Great Book of Freaks and other Horrors! A.K.A The Bestiary:A memo is written on the first page:
Be sure to report any missing species so they can be exterminated to correct the book added in for the next edition!Star-People (By Itia on Tick 1)
Traits: Language (Clapping), Fireproof, Lifespan-2
Description: They are sapient humanoid creatures made of fire and plasma. They come in various colors such as green, red, orange, and yellow. They do not need to eat or breath. Lacking any way to talk, they instead communicate by clapping. Their normal lifespan is 30 years, at which case they exploded in a small burst of bright blue light. They are perfectly at home flying in the void, however they prefer to stay around large sources of light such as suns. In order to reproduce, two Star-People must join together using bits of themselves to craft a new Star-Person.
Wisps (By Jens on Tick 1)
Traits: Incorporeal, Weaker or equal corporeal form
Description: Immaterial glowy blue auras clustered around a center point that can float around and communicate telepathically(intelligent, sapient, etc). They reproduce by going into a Union, after which two of them become one of them, which after a few days splits apart into 3 of them with distinct personalities. They can freely shift into a fragile crystal skeleton of sorts that can effect the physical world at the expense of the fast movement, floating/flying, and telepathy. That crystal skeleton can return to a Wisp at any time. Wisps are not immortal, and can die by magical damage or old age(60-110 years of age). The crystal skeleton form can be killed much easier.
Humans (By Eid on Tick 2)
Traits: Affinity (Plasmamancy)
Description: (Cannot find creator's description, send one in!) Mostly bald ape-like creatures refined in the use of fire
Djinns (By Sadiq on Tick 2)
Traits: Incorporeal, Immortal, Adaptable, Eats Emotions
Description: Non-corporeal immortal sapients that must possess objects (usually clothing) to have any sort of agency. While possessing no body, ther 'mass' is capable of speech and sense. Djinn are able to identify each other despite their lack of physical characteristics. Personality-wise, Djinn have a wide range of mental attributes and mental ability. Djinn subsist on emotions to survive with base Djinn obtaining max sustenance from emotions relating to Service. Djinn reproduction may only occur in the base-Djinn form and involves two Djinn returning to the Cairn and throwing themselves in. This produces 2-6 additional Djinn although the parent Djinn are greatly weakened. Djinn may take on a corporeal form by consuming material. Consumed material determines the Djinn's physical characteristics and usually impacts their personality. E.g, a Djinn that consumes Fire acquires reddish flesh and high body temperature, although they become much more dynamic/aggressive. The process may be reversed at any time but few Djinn would willingly do so. Coloured Djinn, in most cases, consider themselves superior to the normal Djinn.
Haunts (By Mörkö on Tick 2)
Traits: Eats Emotions, Focus-Conquer-Terrify, Stealth+2, Combat-1
Description: Dark, scary hounds that stalk the night. They stealthily follow lone travellers and scare them with darkness and illusions using their magic. As the target's fear grows, so does the Haunt's power. But that is only how they eat. In the day, they sleep, socialize, laugh, sing, make art and in general have a rich, happy, caring culture in their underground burrows.
Thannels (By Morthan on Tick 2)
Traits: Lifespan-2, Eats Blood
Description: A race that is completely similar to humans until they turn 50. Once they hit this age, they start decaying, whilst still being alive. This decaying usually takes about three years of agony and pain, but it can be slowed down immensely by drinking the blood of sapient mortals. Whenever they drink half a liter of sapient mortal blood, the decaying goes ten times slower than normal for three days, so if they've got a steady supply of blood, they will last for another thirty years until they die of decaying away.
Efte (By Arkford on Tick 2)
Traits: Language (Visual)
Description: A race of semi-aquatic cave dwelling amphibians similar in appearance to crested newts. They produce spawn in subterranean pools which contain both nutrients and a crystal solution.
The Efte tadpoles spend the first year of their lives swimming in the pools, absorbing nutrients directly from the water, and developing a symbiotic relationship with the semi sentient crystals that form in their skin. The crystals emit low levels of light and through their symbiotic relationship, can be made to resonate, acting as the Efte's primary means of non-written communication.
Upon death, the Efte's brains crystallise and are stored along with the skin crystals in crypts. The crystallised brains retain their sentience, knowledge and wisdom and are occasionally activated through resonance when another Efte wants to learn something the deceased knew, or just to say "Hello". The more knowledgeable deceased Efte often become teachers and archivists, largely eliminating the need for a formal written language. They also retain their sense of humour and have been known to mislead young Efte. "Back in my day, when I were a tadpole..." is a common saying.
The colour of the crystals is the only real way to differentiate between the age, gender and cave of origin of adult Efte, as skin colourations and patterns only differ very slightly. Also, the specific resonance patterns used in communication vary between cave systems, leading to what we would call "regional accents".
Forgeborn (By Quelor on Tick 2)
Traits: Protection+2, Immortal, Affinity (Feromancy), Focus-Build-Metalworking, Strength+1
Description: Forgeborn are basically sapient metal golems. Most of a Forgeborn's body is made of metal that is no more flexible then normal, but the joints are made of metal that is far more flexible then it would normally be. forgeborn can be made out of any metal or alloy, or even a mix of them. Some materials are impractical, of course. Forgeborn have six legs, all of which are connected to a hexagonal plate which the torso is attached to. They have four arms, each of which has a hand with four fingers. They also have heads, which are featureless except for two completely black eyes. Also, forgeborn brains are embedded in their lower torsos.
Forgeborn require fuel to act, and must use fuel that can burn in a vacuum. They don't actually die when they run out of fuel, they just become completely inactive. They consume fuel and dump waste through two holes in their upper torso, which are normally sealed.
Forgeborn are created in hives, which are large structures that resemble a mix between a smelter and a factory. They universally contain at least one forge and facilities for smelting metal in addition to the tools needed to create forgeborn. Creating a forgeborn is a process that takes a skilled feromancer about a month of near-constant labor. It takes more time for a less skilled feromancer, but any forgeborn can, given enough time, create another one if they have access to a hive. Forgeborn hives are usually in locations with access to a lot of heat, like volcanoes. In addition, all forgeborn instinctively know how to create a forgeborn hive.
Forgeborn can survive in a vacuum easily if they have available heatsinks, such as a planet or moon. In some cases, space is a good enough heatsink for a particular forgeborn to survive indefinitely. Forgeborn have an affinity for feromancy. Forgeborn are naturally immortal.
Crystallum (By Yena on Tick 2)
Traits: Size-1, Focus-Discovery-Logical, Focus-Build-Creative, Fruitful-2, Affinity (Technomancy)
Description: A race of semihumanoid beings, composed of self-reproductive crystals. Said to have been generated by a single geode falling into a pond and cracking open, releasing the first Crystallum into a mineral-rich environment.
Crystallum grow and accumulate simply by living, not needing to eat anything in particular to propagate.
However, they grow extremely slowly. It may take geological time frames for a Crystallum to reach the height of an adult human, should they not undergo saturation, a process in which minerals are dissolved into water and absorbed into the Crystallum. (Some Crystallum may, however, decide not to grow, and simply store the minerals they absorb into geodes, which are either used as ready sources for saturation or simply used as decoration.)
Should a Crystallum wish to reproduce, a special form of geode is created directly from the Crystallum's body, and possibly combined with any number of similar geodes. The resulting new Crystallum will take on characteristics of all of its contributors, although they will fairly quickly develop a new color of crystal.
Crystallum value logic and order, steadiness and safety. Somewhat paradoxically, however, they are quite creative, in their way. They often find new uses for existing objects, or ways to put things together. And such new constructions will spread quickly.
Crystallan society is based on merit, which often equates to seniority.
As they are living gems, they tend to live in what might be, at first, mistaken for a lit cave, were it not for the delicate architecture and detailing around the entrance.
Should one enter, however, there will be amazing feats of design within. ((You know, arches, sculptures, etc.))
Crystallum have an aptitude for some forms of magic.
Kitsoonies (By Veles on Tick 2)
Traits: [Focus-Explore-Perform]
The Kitsoony are humanoid sapient foxes. They share their creator's love of performance. Consequently they are not shy and love to talk with people. They excel at creating music and literary pieces to perform, ranging from short musical pieces to day-long epics. Kitsoony theatres are often the largest buildings in their cities; so great is their love of performance they are near-sacred places. They never know when Veles may be watching them from the gods...
Primary export for Kitsoony is their own performance, and they want to learn more of other cultures so they can create pieces tailored for the enjoyment of everyone. Travelling performers also double as merchants, as the Kitsoony produce arts and crafts to use as props in their productions, but particularly beautiful pieces are traded to other races for cultural items.
High Elf (By Qytesis Xyweus Talios on Tick 2)
Traits: Affinity+1 (Necromancy), Charismatic+2, Combat-1, Fruitful-2, Immortal, Intelligence+1, Pious+1, Size+1, Speed+2, Focus-Build-Leading/Clerical
Description: Tall slender humanoids with pointy ears
Deep Elf (By Qytesis Xyweus Talios on Tick 2)
Traits: Affinity (Necromancy), Combat+1, Defense+2, Fireproof, Fruitful+2, Size-1, Strength+2, Focus-Build-Labor/Crafts, Focus-Conquer-Warriors
Description: Short stocky humanoids with pointy ears.
Spirallions (By Srillian on Tick 2)
Traits: Intelligence+1
Description: Spirallions are eight legged humanoids that live in Spiral Woods, they have a high intelligence and each of their eight limbs has spirally eight spirally fingers with which they create, destroy, move and gesture. They have eight eyes and a big spiral on their forehead.
The Jeskia.
Humonoid Eagle monks. They are skilled in martial arts and the school of thought.
They're 2 feet tall humanoids with grey flesh, black blood, and white bones. They have both endo- and exo-skeleton, they lack exoskeleton at the joints, face, pelvis, chest (female), stomach, soles, underside of tail, the insides of their hands, and the top of their heads (the part where humans normally have hair).
They have a 4 inch tail, and their fingers and toes end in dull claws. They have hair coming out of the top of their heads, which is white, they also have eyebrows.
They have red eyes and they're omnivores.
Traits
Size -3
Intelligent -2 (they're stupid)
Combat -2 (they suck at combat)
Speed -1 (maximum speed of 15km/h)
Fruitful +2
Pious -5 (provides 0 piety)
Lifespan: 6 years
Skizani (By Si on Tick 2)
Traits: Size-3, Protection+1, Intelligence-2, Combat-2, Speed-1, Fruitful+2, Unworshipful, Lifespan-4
3 foot tall grey skinned humanoids, with 4 inch long tails, black blood, white hair, red eyes, and both endo- and exoskeleton.
They are all female, so none of them have the breast plate (along with unprotected face, belly, soles, underside of tail, insides of hands, and pelvis). Their joints are protected though, by segmented exoskeleton, and their exoskeleton is stronger. Also, their claws are sharper.
They can all conjure weapons (or tools), as they're supposed to be warriors and manual workers. But due to having no males of their own, they're dependent on other races.
Their eyes glow and their heads are adorned with horns.
Traits
Affinity = San K'ruppt (can still lose control, go feral, or go insane)
Charismatic -1
Combat -1
Clawed
Fear +1
Fruitful +1
Intelligence -3 (even more stupid)
Lifespan -2
Magic Resistance -4 (their design for channeling San K'ruppt well makes them much more vulnerable to magic)
Protection +2
Single Gendered (must reproduce with other races)
Size -2
Speed -1
Undetectable = Divine (cannot be detected through divine means)
Unworshipful
USB
Weaponspace +1
Jigons are Gold skinned humanoids that can shipshift into birds. They are USB's and can mate with the Jeskia. They will be placed on the moon where the Jeskia are. I am co creating them with Jens.
Large almost Golem-like creatures that appear, at a glance, to be made of snow in a roughly humanoid form. Closure inspection, such as touching the creature, would reveal that they are actually made from a much stronger fleshy material with the color and texture of snow. Their organs, including eyes, are made out of a dark coal-like material that is slightly stronger than the rest of their flesh. A group of black buttons runs up their torso, acting as additional protection of several vital organs. They often walk on all fours, using their large square arms to assist with their speed through the snow. They are naturally inclined towards crime, both among themselves and others, but are generally loyal to those close to them. Despite being created for cold climates, they often can move to temperate climates in order to interact with other races, many preferring to live in their cities rather then the races of their own camp.
Racha are sapient creatures that reassemble giant scorpions in their form. Where a tail with a stinger would be, there are instead three tails, each with four thumb-like structures that bend inwards and can be used to manipulate tools.
Racha have both endoskeleton and exoskeleton, and reproduce via eggs. Female would lay a single egg which would take {Insert base fertility indicating time unit} to hatch.
Rachas exoskeleton protects grants some protection against the elements, while their front claws can be used as natural weapons.
Immortal
Intelligence+1
Fruitful -2
Pious +2 (?)
Size +1
Unique +1 (?)
Natural Leaders
Affinity: Exousiurgy
Focus: Conversion/Rule
The Zhǎngzǐ are long and seemingly disproportional, with lanky limbs and thick bodies, whose skin ranges from dark gray to almost unnaturally white
Fruitful +2
Pious +1
Size -1
Natural Followers
Affinity: Akriurgy
Focus: Expansion/Labor
The Púrén, meanwhile, are shorter, somewhat stockier, more similar to those species that are assimilated into The City. Their skin is thick, browned from work and centuries of toil even through the thin cloth they use to shield themselves from the sun
Witnesses (By Yena on Tick 2)
Traits: Lawful, Will Be Back, Affinity (Lawmancy/Nomosurgy/Magical Lawyering), Unworshipful, Teleport+2, Foresight+1, Focus-Discover-All the laws
Description: They are not to worship. They are not to have bias. They are simply to witness and record contracts. They are to have limited omnipresence and enough foreknowledge to know where they need to be.
Using Ichor, Sylvan creates 200 clonal colonies of Evertrees. Resembling the mundane golden aspen which is their inspiration, they differ in several key aspects. Glowing with a faint inner golden radiance, their branches bud with a multitude of striking blue blossoms each winter, and bear tasty and nutritious but otherwise mundane berries all year round. No environment can be considered hostile for these extraordinary plants, who grow at terrifying speeds, their teleportation allowing them to propagate far and wide, or escape from threats. But being tougher than steel, few herbivores (or lumberjacks) can pose a threat to them.
They possess a certain steady-paced, wooden intelligence, thinking their slow tree thoughts. They communicate through vibration, whether with other Evertrees through intertwined root systems, or with creatures that touch their trunks and can interpret the vibrations and the quaking of their leaves. Evertrees emit a subtle pleasant fragrance and most creatures consider them quite charming, and indeed they are quite benign plants by and large, though rivaling kudzu in sheer ruthless reproduction. They are true immortals, even resurrecting if they should die. Have an affinity with Corpomancy
Focus: Self-Propagation
Dryads (By Sylvan on Tick 5)
Traits: Affinity(Tree-Jutsu), Affinity+1(Dryadism), Charismatic+2, Fruitful+4, Lifespan-4, Magic resistance-1, Pious+2, Protection-1, Single-gendered, Size-3, Speed-1, USB
Description: With their somewhat plantlike, if soft, constitution, dryads have a minor affinity for Tree-Jutsu, and the natural ability to photosynthesize. Humanoids with green skin, hard-edged leafen nails, and a head of delicate branchleaf hair, who enjoy appreciating trees.
Tree Kings (By Sylvan on Tick 5)
Traits: Am Legion+1, Charismatic+2, Divine, Fruitful+2, Intelligence+1, Loyalty+10, Perceptive+1, Public speaking+3, Rulership+5, Single-gendered, Size-3, Speed-1
Description: Trees with a human shape, they can only reproduce with the Dryads, though the Dryads themselves are not so limited, having more flexibility in their potential partners. In the even of their death, Tree Kings are reborn as a seed within a lotus formed from clouds, which then fall back to the earth, regrowing into the Tree King. They are the rulers of the Dryads.
Naedercynn (By Arkford on Tick 3)
Traits: Size+3, Fireproof, Speed-1, Fruitful-2, Temperature+2
Description: Sort of what you would get if you were to combine moles and slowworms, then gave them large bat-like ears, bird-like chirping/whistling and an Old English name.
The Naedercynn are a burrowing/tunnelling race who usually live very deep underground where it is warm, or closer to the surface in areas of high geothermal activity.
They have the long, thin bodies and heads of slowworms and the limbs of moles. They are mostly covered in sandy and blue scales, including the outer ears, with matte grey fur in the gaps between scales. The ears lie flat across their backs while they tunnel, using ultrasonic whistling to break up the rocks, and stand up when they communicate. The ears can also swivel around to face almost any direction.
They can grow up to five metres long and half a metre wide, and move slowly. They breed slowly because their eggs take more than one and a half years to mature in ideal conditions, and much more slowly in cooler places. They highly value companionship and politeness.
They can pick up resonant frequencies from the Efte, and can learn to interpret them, and can work out the appropriate whistle pitches to communicate back. They dislike the surface for two reasons. The first is that it's often too cold for their liking. The second is that it's far too noisy for them.
Lambdent (By Zenurion on Tick 4)
Traits: Size+1, Protection+1, Affinity+1, Fruitful-100, Temperature+X, Eats Souls, Teleport+1, Evil
A species of tall(x1.50 human size), strong and aggressive beings. Lambdent people all have horns of varying sizes, numbers and position, and their thick hide can be of almost any coloration of red and black. Naturally aggressive, Lambdent people will very often challenge each other in often deadly combats to prove their superiority. Despite (and maybe because of) this, they have a strong hierarchy. Their tribal societies consist of many tribes working for larger tribes which are themselves owned by the strongest and smartest Lambdent. Fighting and competition between tribes that would be expected to work under the same banner are common and even encouraged, as it is believed to strengthen them and weed out the weaker ones. The inner working of each tribes could be described accurately as a meritocracy, although this often means the law of the strongest. Despite this, brainless brutes rarely stay in power for long, as smarter individuals will usually build a surrounding of strong and loyal individuals bound by pacts (a school of magic the species is exceptionally gifted at, with Lambdent often being able to cast mid level spells without training), sometimes unwillingly. Lambdent people are sterile, immortal and require no sustenance (food and water), although they consider the flesh of their deceased opponents to be a treat. They are also highly tolerant of heat, being immune to the harming properties of flames and lava. They are however intolerant of cold climates. They can still function in temperate climates, although they find this temperature to be uncomfortable. They have the ability to eat the souls of the recently or near dead, earning the strength, intellect, memories, magic power and knowledge of their victim, along with that of any souls consumed by their
victim. Each Lambdent have the ability to teleport anywhere on the planet they inhabit, although this is particularly exhausting to them, limiting this ability to be used once a day at best. They are usually rude and enjoy tormenting others, and are highly evil. Their favorite pacts are those that trade some of their power in exchange of souls, either that of the other or that of sacrifices. The Lambdent species is divided in many subgroups: Lambdent, Sallacians, Liotens and Qualens
Faceless Treants, mobile trees with a certain aptitude for fighting, the mainstay soldiers of the Sylvanic Mandate who will ensure the reign of Tree Law. Like Tree Kings, they reproduce with Dryads. As the name implies, they don't have faces, but can function and speak normally.
Faceless Treants
[Affinity (San K'ruppt) <Free>] [Combat+1 <x1.4>] [Fireproof <x1.2>] [Fruitful-2 <x0.8>] [Intelligence-1 <x0.8>] [Pious+1 <x1.4>] [Protection+1 <x1.1>] [Single-gendered <x0.6>] [Size+2 <Free>] [Speed-1 <x0.8>]
Dragontree Augurs Sanguineus, mystical Dragonblood Trees, a bloodred glow emanating from within their canopies. They would be Sylvan's bulwark against his fellow divines, with the potent ability to somewhat block the attacks of even full gods and gaze into the future. Yet having ripped away the veil of time yet to come, they gave off a disturbing aura, for they have seen many things that should not be seen. While essentially sessile, if in the air they can float at a fixed point, if they so desire.
Nestled within Sylvan's titanic boughs, their collective mind constantly sifts through the future, with the group comparing the visions of the individual augurs to discern the true from the false. When they detect attacks direct against Sylvan, they teleport into its path, orientated so that their great shieldlike crown takes the attack head on.
Each Augur is created along with a dryad(with the charisma trait removed) bonded to it.
Augurs
[Affinity+2(Stellarumancy) <2>] [Am Legion+1 <x1.1>] [Bodyguard+3(Sylvan) <x4>] [Charismatic-2 <x0.8>] [Earns Experience <x5>] [Existing soul <0.6>] [Foresight+2 <x2.3>] [Fruitful-100 <x0.1>] [Intelligence+2 <x1.4>] [Loyalty+10 <x2>] [Perceptive+1 <x1.2>] [Protection-1 <x0.8>] [Recoil+50 <x50>] [Single-gendered <x0.6>] [Size+2 <Free>] [Speed-2 <x0.6>] [Strength-1 <x0.8>] [Teleport+2 <x1.4>] [Will Be Back <x5>]
Noir (By Don Giovanni on Tick 6.0)
Traits: Charismatic+2, Intelligence+2, Magic resistance-2, *Shapeshifter, USB, Defense+3, Exotic Affinity (Plasmurgy)
Description: At the core of their being, Noir are simply a relatively small cloud of small black shards of different shapes, most commonly hexagons. They rarely take this form permanently, however. They love to live in other Race's territory, naturally shifting their parts into an exact replica of the local people, choosing between the most populous races. This includes the colors, and they generally like mimicking whatever abilities the locals have with magic, often letting them fit in seamlessly in any location. They are capable of coming apart at any time, such as to dodge blows, assuming they have no way to block them. Assuming they are not large enough to fully copy the race they are living with, they usually take the form of a scaled-down version of that race. They are naturally capable of flight in any form, as they are technically floating in any case, despite appearances. They do not need to breath, lacking any sort of lungs, allowing them to integrate with under-water and otherwise unreachable races
A race of Human sized sapient birds that are mostly incapable of flight.
Leg-Godts (By Aedif on Tick 5)
Traits: Size-3, Speed+1, Intelligence+1
Description: They look like stone golems but smaller, faster, more flexible and smarter.
Asteroi (By Itia on Tick 6.0)
Traits: Fireproof
The Asteroi are a sapient race of four legged furry creatures the size of a housecat. Their fur is blue and black with specks of glowing spots. They are able to fly and inhabit the cyan temples of the Star-People, except when they go down to the surface world for food. In order to survive amongst the Star-People, they are fireproof, however they prefer to not be out and about during the day instead preferring darkness. Their natural life span is exactly 30 years at which case they die, their body disappearing into the shadows. Asteroi reproduce in litters of up to 12.
Iaksej (By Nogis on Tick 7.0)
Traits: Size-2, Focus-Build-Music, Intelligence+2
Description: They are about the size of dwarfs with +2 intelligence. Their focus is to create music
The Associates
Clothlike and lanky, these creatures resemble a sheet of thin fabric in the vague shape of a humanoid. It has two legs, gently floating above the ground, ending in a ragged cut off, like someone cut them with scissors. Its arms have a similar structure, with "fingers" at the edge of their arms, allowing them to manipulate things as a normal race would. They lack any sort of head. They are capable of communicating and eating normally, just don't ask the Don how. They typically have a single main color for the majority of their body, with a separate color for trimming, most often dark but with any color being possible. They generally group together, even more so then the other Races the Don has created, and can only be rarely found without another Associate nearby, usually a Friend or Relative. Typically, they form even larger groups, using their numbers for an advantage in all things, hoping to make up for their relative weakness with their main strengths.
.001*Fruitful+5 <x2>*Protection-1 <x0.8>*Strength-1 <x0.8>*Aquaphobic+2 <0.8>*Unmagical <0.7>*Magic resistance-4 <x0.5>*Safety In Numbers+1 <1.9>*Extremophile-1? <0.7>*Disease Resistance-1 <0.77>=~1.83 for 50k.
Gospel: Death by cancellation.
A Cebrain is a large immovable slug, whose orders are currently to Convert The weak of faith
Traits
Am Legion+2
Divine
Fruitful-100,
Protection-2
Regenerative+5
Size+6,
Speed-2,
Undetectable+1
Unique
Puppeteer+1
Charismatic+3
Combat-3
Intelligence+2
Hulking hundred armed trees, masters of violence, they only grow stronger after each fight, each kill, constantly improving themselves even further through their innate mastery of corpomancy. But the Lawgivers are simply the half of a greater whole formed together with their counterparts, the Phylacteries, one for every Lawgiver. Strange creatures, resembling bonsai cherry trees, they are themselves soulless, yet somehow solely spiritual creatures, lacking a physical body, growing inside the body of their Lawgiver, sharing with the Lawgiver their ability to teleport rapidly, both across worlds and continents, and in the heat of battle.
They store within them the soul of their Lawgiver, resurrecting it should it ever die and keeping it safe from diseases and attacks that target the soul, healing any such damage the soul might sustain. They also possess great sensitivity to dangers to trees, which they use to guide the Lawgivers to where they would be of most use to the Sylvanic Mandate.
Lawgivers reproduce through a communion with their Phylactery that also produces an accompanying Phylactery for the newly budded off Lawgiver.
Lawgiver: [Affinity+2 (Dryadism) <x2>] [Affinity+2 (Corpomancy) <x2>] [Assassin+3 <x2.2>] [Charismatic-2 <x0.8>] [Combat+3 <x2.8>] [Defense+3 <x1.7>] [Disease Resistance-2 <0.6>] [Eats Souls <x2>] [Existing soul <0.6>] [Fruitful-2 <x0.8>] [Invisible <x1.3>] [Intelligence-1 <x0.8>] [Lifespan-4 <x0.5>] [Loyalty+10 <x2>] [Magic resistance+4 <x2>] [Permanently Learned Boost+3 (Combat) <x23>] [Single-gendered <x0.6>] [Size+6 <x1.6>] [Speed+3 <x1.9>] [Stealth+5 <x3.7>] [Strength+2 <x1.4>] [Unique <x10>] [Weak to fire <0.6>]
Phylactery: [Bodyguard+3 (Trees) <x4>] [Charismatic-2 <x0.8>] [Existing soul <0.6>] [Fruitful-2 <x0.8>] [Heal (only soul-eating/rending diseases) <x2.0>] [Incorporeal <x1.3>] [Invisible <x1.3>] [Loyalty+10 <x2>] [Magic resistance+4 <x2>] [Networked <x1.4>] [Perceptive+1 <x1.2>] [Protection-2 <x0.6>] [Single-gendered <x0.6>] [Size-6 <x0.63>] [Soulless (race) <0.5>] [Speed-2 <x0.6>] [Stealth+5 <x3.7>] [Strength-1 <x0.8>] [Teleport+4 <x2>] [Undetectable+1 <x10>] [Unmagical <0.7>] [Will Be Back <x5>]
a Bastaegis is the defender of a Cebrain, And a general use worker For the Zeth Hord
Traits
Bodyguard+3
Charismatic-2
Combat+3
Fruitful+5
Intelligence-3
Lifespan-4
Magic resistance-4
Strength+2
The Snippers look like regular Iaksej, except they have longer and sharper nails.
They are tasked with stopping and killing Puppeteers. Snipers traits are Detect puppeteers.
Goberins are humanoid creatures with green skin and sharp teeth, about half the size of a human. They are incredibly aggressive and live in immense, nomadic tribes, killing, plundering and raping wherever they go. A lone goberin is easily dealt with, but once there's multiple, they start becoming stronger and more ferocious. They worship any god they please, but obviously tend to lean more towards worshiping the "evil" gods. If goberins are somehow made to live among other races, they will become less aggressive, but will still be very mischievous and occasionally steal stuff.
Traits not in the list:
Pack animal: being in a group will benefit the creature
Mischievous: this creature is mischievous
Nomadic: this race does not have permanent homes but instead travels around the world
Other traits:
Fruitful+5, Evil, Size 0/1 (not sure which one would fit better), Affinity: Putremancy
A template that will also apply to each of Cerberus' heads. Cerbheads (which are visually similar to the heads of Cerberus) are able to easily switch, along with their bodies, between being ethereal and corporeal, and are immortal. They are able to breath streams of flames capable of burning both the living and the dead. Each Cerbhead is linked to the others through telepathy, able to direct their communication to a specific target or group.
Immortal beings consisting of a severed Cerbhead attached to an exposed spine, Tribunal Judges have a body consisting of ethereal shadows, able to turn solid at the command of their head. Regardless of the state of the body, the spine will always be visible through it. A glowing, large vertical red eye will adorn their torso, able to see souls differently depending on the fate they deserve according to the Tribunal law. Those who do not deserve to be brought to hell will have a glowing blue soul, those who deserve damnation will glow red and those who deserve to become Tormentors will have a soul as black as the night to them. This eye can see souls through solid matter, having the effect of giving the surface the appearance of a starry night sky to their eye. They have impossibly sharp claws, able to cut through flesh, bones, steel, rocks and souls as if it was butter. Regardless of their level of physicality, those claws will be able to harm both the living and the dead. Tribunal Judges are on average twice as big as a human.
Charismatic+2 <x1.2>, Public speaking+3 <x1.3>, Teleport+1 <x1.2>, Will Be Back <x5>, Loyalty+10 <x2>, Existing Soul <x0.6> = 1.12E per thousand.
Missionary drones are highly mobile missionaries for Quelor. They are humanoid and made of metal, but are practically unarmoured. They are designed to be aesthetically pleasing to most species, and are naturally skilled at speaking to crowds. They can teleport to any unwarded location in the Bubble occasionally. If they die and their soul is not somehow destroyed, they reform at a random relatively safe location on a planet. They are servants of Quelor, and cannot be disloyal in any way towards him. They reproduce by building the body of a new missionary drone and then pulling a lost soul into it, often without the soul's consent.
In the end, the main body takes on the form of a spider. The metal is smooth, flawless. The servos and gears that will control movement are hidden from sight beneath the carapace. The cameras that will serve as eyes are in place and functioning. All it needs now is a soul. A mind. Something to guide its actions. With that thought in mind, Jixiu starts crafting CPU capable of housing thousands of programs at once. Not only will each of these creatures be made up of many acting on consensus, but they will all be connected together. Finally, he places the CPU in the head of his newest creation and boots it up. The eyes light up, and it looks over at Jixiu impassively.
Incorporeal shapeshifting creatures, they take whatever form they judge is most suitable for their Audience. Healers and proselytizers both, they possess considerable charisma and healing powers. They are tasked with three main duties, the healing of soul-ailments among Evertrees and Tree-Kings to prevent attrition of their numbers, maintaining the faith among Sylvan-created races, and spreading Sylvanic worship to other races. Their healing abilities and ability to teach the ways of Dryadism help significantly with the latter two. They reproduce with Dryads via means of incorporeal spores.
[Affinity+2 (Dryadism) <x2>] [Charismatic+3 <x1.4>] [Combat-3 <x0.4>] [Disease Resistance-2 <0.6>] [Diplomat+3 <1.3>] [Exotic Affinity+1 (Boldmancy) <x2.6>] [Fruitful+5 <x2>] [Heal+4 <x4.0>] [Heal (only soul-eating/rending diseases) <x2.0>] [Incorporeal <x1.3>] [Intelligence+2 <x1.4>] [Lifespan-4 <x0.5>] [Loyalty+10 <x2>] [Magic resistance-4 <x0.5>] [Protection-2 <x0.6>] [Public speaking+3 <x1.3>] [Shapeshifter <x1.4>] [Single-gendered <x0.6>] [Size-3 <x0.77>] [Soulless (race) <0.5>] [Speed-1 <x0.8>] [Strength-1 <x0.8>] [Detect Puppeteer (5((Detect Puppeteer + Stringcutter)/3.2 (Stringcutter)=1.56) <1.56>] [Teacher (Dryadism) <x4>] [Weakness (99.95% gold (rare) laced with the tears of the innocent (common-uncommon?)) <0.63>]
mimics monstor women
Lives inside of containers
Place on dungeon second floor
are compatible with any container ranges from serpentine to octupus lower body
all have a human female upper body with varied hair and eyes
they are sentient
Can trap other races inside their container
is not fatal unless mimic actively trying to kill
Generally Friendly
Needs sentients from other races to reproduce
Regular humonoid creatures whose focus it to prey to their monster overlords.
They are huge, 32 x 32 m beasts with huge mouths. They have squid like tentacles and lots of eyes. They Can cause insanity and scare things to death. They are very regenerative. There focus is to force people to embrace the horrors of the world.
no refunds. we are not responsible of any injuries or deaths. certain conditions may apply. children must be accompanied by adults at all time and must be this tall to enter the ride. may cause negative side effects, consult your doctor to ensure that this product is suited for you. this show is addressed at a mature audience only, and may contain scenes of graphic violence, mention of drugs, and nudity. survival, while not strictly prohibited, is highly discouraged. Trespassers will be shot, and survivors will be shot again. those who have read this far have been shown to have a lower iq on average than the general population.