Panzer waves her hand, and the blacksmiths of the land hears of the thing with Farankofor.
Panzer continues writing the Bestiary.
This will record all life created thus far.
List of life:
Black Cities, T2, Khava Baras
Boku Garai, T1, Khava Baras
Cogknots, T0, Organech
Desert Herders, T3, Gowler
Dunelings, T0, Gowler
Embrear, T3, Vimbr
E'lai, T0, Ne'tharil
Flammen, T0, Panzer
Flemish, T0, Lazan
Futhark Menschen, T4, Panzer
Immortals, T2, Panzer
Kharis, T4, Cliche
Seconds, T0, Muda
Technicians, T2, Khava Baras
Tics, T4, Organech
Treox, T1, Vimbr
Piacere, T0, Ruusukaija
Pause [1-10 !], T2, Muda
Veltan, T1, Vimbr
Vitovan, T0, Morgon
Wostrichelves, T1, Gowler
Yoonies, T0, Cliche
Entries:
Cliche:
Kharis - A race that has good charisma which lets them do interviews better, and the technical knowhow to make and use printing presses. They're good at Musical Magic and can write good articles, perfect if Panzer fixes them a bit.
Yoonies - Humanoids with 4 castes, the difference is how they're viewed by members of the society, not how they look. Movement between castes it possible, but looked down upon, and they can only be one at a time. The castes elect members to the Yoonie Council, the ruling body of Yoonie society. Each caste also has their own council, dealing with personal decisions. A member of a caste council cannot serve in the Yoonie Council, and vice versa.
Farmers are thought of as strong and tough, but not very bright. They wear plaid and dungaree clothes and straw hats. They think themselves the most important, as without them, there's no food or clothes.
Traders are thought of as dexterous and fastidious, but also antisocial, favoring work over social activity. They're thought of as dirty, because of their constantly dirty hands with hardened skin. They think themselves the most important, as without them, things would fall apart.
Merchants are thought to be charismatic and also greedy. They tend to be fatter, as they spend most time behind a desk. They think themselves the most important, as without them there's no money.
Intellectuals are thought of as smart, but also viewed as disrespectful of lesser intelligence. They stay indoors with white robes for no apparent reason, discussing and experimenting. They think themselves the most important, as without them, they'd still be using stone tools.
Gowler:
Desert Herders - Big herd animals resembling skeletal cows with their heavy exoskeletons. They store water under the exoskeletons for trips between the oases, and can get 3 meters long and up to 12 tons heavy. They mainly inhabit Kragaran, they are frequently domesticated by the Dunelings.
Dunelings - Small 90 cm tall humanoids, 4 arms instead of 2, with a skull for a face. Born with sticky skin, sand sticks to it, and becomes black. This sandshell, offers cover and resembles a cloak. They have cackling voices and are physically weak. Their skull has two gems that serve as eyes. Dunelings are made for the desert, they only need a little bit of food and water to survive. They mainly inhabit Kragaran, a vast desert of reddish sand.
Wostrichelves - Intelligent two legged running birds, with coloration varying from desert yellow to desert red, and beaks varying from greenish to blueish. They have sharp teeth, and move in packs. They mainly inhabit Kragaran, and are frequently ridden by Dunelings.
Khava Baras:
Black Cities - Massive biomechanical organisms, they resemble cities, and are protected by Technicians, a race that tends to inhabit the Black Cities. They can move, but only in younger (smaller) stages. They 'reproduce' only when sedentary.
Boku Garai - Biomechanical constructs that create their descendants, each generation strives to improve the next. The newly constructed will get help to grow and develop, until they can improve themselves. Boku Garai become able to control larger and larger bodies as they grow, so they'll start small, or be clumsy until they grow to properly control their body. Due to being biomechanical, they will grow frail with age, so while an elder can become large, they'll also be physically weak. They have a culture built around the knowledge of the elders, and the potential of the young. They are remarkably adaptable due to their bodies and minds, always curious, and quick to learn and innovate. They are mainly at Kiv Mal, Kabaran, the Ocean's Teeth and Pan Tobuersha, the Bleeding Mountains.
Technicians -They do maintenance of the Black Cities, and are protective of them, pursuing people if they inflict non-superficial damage. Speaks in the "Engineer's tongue" language, and tends to talk to inform that they're doing maintenance.
Lazan:
Flemish - Humanoid mammals, walking with bent knees and hunched back. They have white fur, blending in the snow, they are omnivores, eating plants and hunting the small animals that live in the taiga. If they straightened up, they'd be 1.5 meters tall, but hunched, they're 90 cm. Flemish inhabit the Arkagon Forest, which spends most of the year under a layer of snow.
Morgan:
Vitovan - Hairless pale white and thin humanoids, with spindly limbs and elongated faces. Sensitive to light, preferring low light conditions. In high concentrations, they wrap their area in thick fog, to block out the light.
Muda:
Pause [1-10 !] - They are based on Pause!, but no information is provided on what exactly they are. Has something to do with space-time.
Seconds - Spirits that possess bodies, taking the strength, intelligence, and power it had while alive. They don't keep their memories, starting anew. They localize in a single part, like the brain, heart, liver, stomach, etc. This means they are only really harmed when hit in that part, and it's almost always fatal. They don't feel pain outside the part they're in, but a disabled arm is still disabled. If killed, the Second will pass on, like a mortal. They abhor necromancy, as a waste of resources they use to house more Seconds. Second-possessed bodies will keep the lethal wound that killed it's host visible, and darken their color, as if to match Muda's appearance.
Ne'tharil:
E'lai - They are smaller animals, such as rabbits, foxes, cats, weasels, etc. They have been born or gifted with intelligence and a longer life. Their natural strength remains the same, but that also get the ability to transform into other sentient creatures, but gain no strength or weakness when doing so. E'lai of wild animals tend to protect themselves by exchanging information for their own preservation, be it limiting hunting or logging. E'lai of domestic animals are far more manipulative, and occasionally act as spies. E'lai aren't all the same, though they all speak animal and more sapient languages. They mainly inhabit the Ver'ton plains, the Ki'row forest, and Mir'rog jungle.
Organech:
Cogknots - Large stone creatures with red eyes and blue blood. They eat minerals and are very strong. They are mainly located in the Ironwood Forest.
Tics - Tiny clockwork creatures with 12 legs and a beak for sucking blood. Each can hold a quarter pint of blood, and draw the metal out of the blood before slowly converting the remaining blood into an electric mix that powers the Tic.
Toks - Large eight legged clockwork spiders that are powered by sunlight. They have blades for legs, which helps in climbing and combat. They have mechanical mandibles on the front, which can shoot blasts of energy used to collect metal so they can reproduce.
Panzer:
Flammen - Humanoids made of flame, they don't age, they can only be depleted. They feed by consuming flammable things, fueling their flames. They can also consume flames, but it's not as good as consuming the fuel. They use fuel for magic, for healing, for reproduction, to keep burning, etc. They don't take physical harm, but it disrupts their form, losing fuel. They also radiate heat constantly, using more fuel, so they favor armor that insulates them, reducing their heat loss. They grow slowly, going from the initial head size to full body in 100 years, 1 000 to double than, and 10 000 to double it again. They have the strength of 10 it's size, and while limbs may be severed, they will keep burning while there's fuel, letting the Flammen reattach it while it's still burning. They can quickly regrow limbs, using lots of fuel, but growing size it didn't have goes very slowly. Flammen mainly inhabit Schwerland.
Futhark Menschen - Humanoids with runes on them. They're born with one at first, who's location and type give slight benefits, but serve to guide them towards a certain job. They can train to gain greater benefits from the rune, it takes time, but it also leads to more runes appearing, more runes, more power. Someone covered in runes is very powerful, unless they cheat. Don't cheat kids, or Panzer will encase you in red-hot armor until you die. Futhark Menschen mainly inhabit Schwerland.
Immortals - Collective organisms, composed of normally stupid and weak blobs of slime. Separate, the blobs reproduce by splitting. An Immortal is sapient because it has a dedicated brain blob. An Immortal isn't immortal by itself, but it is capable of replacing the blobs they're made of. But it's difficult to replace the brain blobs, but once they find out how, they are truly Immortal. Immortals can change their blobs further, adding armor, enhancing strength, but that requires knowledge, and shortens the blob lifespan. Thus better warriors take more food to maintain. And muscle blobs don't start with muscle memory, so they need constant training. Immortals will always be slimy, they need this slime. Salt and fire removes the slime, so Immortals are afraid of salt and fire. But if they catch you being deliberate, they may try to ignore it. They'll avoid salt, but if they see a deliberate line, they'll get angry. Immortals like wearing armor, to protect their slimy and soft flesh. They mainly inhabit Schwerland.
Ruusukaija:
Piacere - Eyeless sentient parrot creatures the size of men. They have hearing good enough to echo locate by their heartbeat, and despite their wings, they cannot fly. They have great talent for Musical Magic, and their culture is all about song, music, poetry, and other auditory arts. Their tribal structure is organized around the members' musical talent. Besides music, the sea is important to them, as they eat fish in addition to fruit. They are decent navigators and shipwrights, navigating the dangerous waters between the islands. They are xenophilic, so many endanger themselves on voyages to discover other races. They mainly inhabit the Heartbreak Lagoon.
Vimbr:
Embrear - Humanoids with red skin and two pairs of wings of burnless fire. They have brightly colored eyes, but sometimes, they're solid black. Their hair varies from simple black to red or yellow, or bright colors of red, pink, or gold. They have 0-3 thin tails, and sharp fingernails. Embrears are immortal in terms of age, and can crossbreed with similar races, the immortality is always inherited. Embrears like fire, in case the burning wings didn't give that away. They live mainly in the Ember Plains.
Treox - A small treedwelling animal that consume their leaves. Inhabits the plains. Often consumes the Spice Trees' leaves.
Veltan - Medium sized grasseating animals. Inhabits the plains.
Then Panzer puts Muninn back in the Quill stand, and stretches a bit.