And on the subject of further creativity...
Coradin's Palace
Formerly, the Palace was inhabited by living statue guardians. All have since been destroyed.
Furies
Avians with humanoid heads.
Presumably fed through Coradin's divine benefice.
Sapient/Pseudosapient?
Innate Imperative: Defend the Palace
Valkyries
Female humanoids. Inferred biologically immortal.
No reproduction: Created by Coradin directly.
Sapient
Sustained by Coradin's divine benefice.
Innate Imperative: Defend the Palace
General Culture
Military culture; direct orders from Coradin.
Twelve Muses
Innate Imperative: Inspire
Innate Ability: Inspire
Incendium
Struggling native terran-style plantlife manages to survive on the planet.
Firstborn
Immortal humanoids, two arms, two wings.
Sing a lot, mostly about war and heroism.
Sapient
Dinosaurs
Multiple species, herbivorous and carnivorous.
Incendium's limited plantlife provides food.
Non-sapient
Dragons
Giant, winged firebreathing lizards. Can be sustained by lava or organic life.
Biologically immortal.
Sapient
Inbuilt afterlife: On death, reincarnated at Refugium as Gheronaton's mounts.
No culture as such: Individualists with their own nests.
Fish
Fish. They live in water. Incendium's limited aquatic plantlife provides food.
Non-sapient.
Giant Worms
Enormous annelids. Apparently organic, but lithovores.
Giants
Giant humanoids.
Sapient.
Inbuilt reincarnation: reborn w/ no memories but their previous kills.
Tribal hunter-gatherer culture; no permanent settlements.
Giant culture consists of roving bands of gigantic hunter-gatherers, moving from place to place to obtain enough food. Occasionally children are born, some made arrogant, some made battle-mad and some driven insane with remorse by the memories of all they murdered in their former life.
Ferals
Humanoids, medium size.
Sapient.
Tribal hunter-gatherer culture; no permanent settlements.
Technology: Incendian Shipbuilding In which giant turtle shells are used to sail across magma using turtlebone oars.
Culture: Drug Use Feral warriors are fond of the magical substance Death's Brew on the battlefield.
Culture: Poison Use Again, Death's Brew.
Feral culture consists of roving, desperate bands of ferals trying to stay alive amongst the terrifying dangers of Incendium. They hunt and gather what little food is available, periodically making vast cross-magma journeys when their limited supplies run low. During inter-tribal conflicts, warriors make use of the dangerous and addictive drug, Death's Brew, created as a byproduct of the Reaver's depredations.
Magma Fish & Magma Reptiles, Kraken
Survive in magma.
Lowest-level orgs draw sustenance from intense heat, remainder from predation.
Non-sapient.
Elementals
Variety of forms, spontaneously created.
Sapient, non-breeding.
No culture.
Thunder Birds
Smoke & Lightning-based, feed on lightning.
Stone Giants
Rock-based, variety of forms. Do not eat.
Fire Spirits
Highly transient life-forms, composed of fire. Do not eat.
Withered Trees
Sourced from native plantlife, carnivorous.
The Ceased
Spirits, reanimate dead bones. Not true undead.
Magma Men
Humanoid, composed of magma. Mindless violence during eruptions.
Avengers
Demonic humanoids, imperative to slay cowards.
Ferraria
Ironborn
Humanoid constructs, metal-based
Pseudosapient
New racial members are constructed.
Emotionless, No sustenance/form of sustenance unknown
Innate tech: Blacksmithy, Metalworking, Mining, Smelting, Construct Ironborn
Tribal industrial culture; deity dictated permanent settlements
Innate tech.
Tech: Improved Smelting/Metallurgy From Scholars
Tech: Improved Metalworking From Scholars
The Plateworld
Generic populations of terran plantlife abound. It is assumed that populations of non-sapient animal life also exist on the plates.
Dwarves
Small humanoid creatures.
Sapient
Tribal hunter-gatherer culture; semi-permanent settlements.
Culture: Beards All good dwarves cultivate their beards.
Culture: Worship (Gheronaton) From divine visitation.
Tech: Mining From firstborn.
Tech: Smelting From firstborn.
Tech: Metalworking From firstborn.
Culture: Warmongering
Tech: Military tactics
Tech: Mechanics From Scholars.
Tech: Steam Power From Scholars
Dwarven culture on the Plateworld consists of semi-permanent settlements established around mines and lasting as long as the ore veins or local food supply. Without more stable sources of food, lasting settlements are not viable. Dwarven clans are small due to a lack of advanced organisation and generally based around a single mine. The clans are often at war, thanks to Gheronaton's influence, and have evolved an art of military tactics from the constant fighting. The recent influence of the unworldly Scholars has led to some clans creating mechanical traps, often gruesome in nature, as a way of slaying their enemies. Minor applications of steam power have also been used, mostly in said traps as a way of increasing the force applied to crushing spikes or walls.
Natus
Generic populations of terran plantlife abound. It is assumed that populations of non-sapient animal life also exist on the planet's surface.
Tree of Life
Enormous tree. Provides immortality fruit. Nourishes surrounding soil.
Tree of Knowledge
Enormous tree. Grants sapience.
Water Spirits
Water-based elementals.
Pseudosapient
Innate imperative: Douse flames.
No culture.
Arborites
Plant-based, tree-based. Mobile; roots and branches serve as limbs.
Sustenance from light and soil as per ordinary plants.
Sapient
Innate imperative: Guide lost travellers home.
Tribal sedentary culture; settlements are based on where the best light is.
Culture: Migration Arborites tend to move with the seasons, to get the best light.
Arborite culture consists of loose tribes of Arborite, moving only to get the best sun. Predation is an occasional issue, but only dogged herbivores pursue food than can move.
Humans
Humanoid. By definition.
Sapient
General Culture
Tribal hunter-gatherer culture; no permanent settlements.
Tech: Woodcrafting, Woodcutting Making use of large native plants.
Tech; Mechanics From Scholars.
Tech: Steam Power From Scholars, but no infrastructure to create or prerequisite materials or technology.
General human culture consists of temporary wooden shelters used by roving nomadic bands. Often these shelters are abandoned, to be later repaired and re-used months or years later as part of the circle of migration. Basic wooden traps and mechanisms are all the rage in hunting and labour-saving devices. A mysterious knowledge has been gifted to them, but they have no means of constructing the device it pertains to to test it out.
Akkataromondamias' Tribe
Tribal hunter-gatherer culture; no permanent settlements.
Notable Leader: Akkataromondamias (Goatman Fey)
Tech: Woodcrafting, Woodcutting Making use of large native plants.
Tech; Mechanics From Scholars, but no infrastructure to create or prerequisite materials or technology.
Tech: Steam Power From Scholars, but no infrastructure to create or prerequisite materials or technology.
General human culture consists of temporary wooden shelters used by roving nomadic bands. Often these shelters are abandoned, to be later repaired and re-used months or years later as part of the circle of migration. Basic wooden traps and mechanisms are all the rage in hunting and labour-saving devices. A mysterious knowledge has been gifted to them, but they have no means of constructing the device it pertains to to test it out.
Shifters
Humanoid shapeshifters.
Innate ability: Shapeshifting
Biologically immortal
Sapient
Ordered theocratic culture; settled at the Spire.
Shifters are devoted to the service of Xarn and take orders more or less directly from their treacherous master.
Ka'a'ree
Arthropods.
Innate power: Telepathy
Sapient; Hivemind
Innate Caste Separation
Hive-based autocratic agrarian/hunter culture; permanent colony structures
Culture: Worship (Natus)
Culture: Temples
Tech: Domestication Primarily of war beetles.
Caste: Workers
Tech: Hive Construction
Tech: Subterranean Agriculture
Culture: Slavery
Caste: Warriors
Innate ability: Increased strength
Innate ability: Reinforced exoskeleton
Caste: Mystics
Innate ability: Enhanced intellect
Tech: Herbalism
Tech: Alchemy
Tech: Nature Magic
Tech: Starflower Seed Use
Culture: Starflower Use
Caste: Royal
Innate ability: Telepathic Command
Culture: Autocracy
Innate tech: Autocratic government
See Natus' post for a full description of Ka'a'ree culture.
Star Flowers
Plants, enormous.
Flowers capable of interplanetary seed dispersal.
Mindless, Sessile
War Beetles
Insects, Huge
Non-sapient
Gender Dimorphism: Females larger, males able to fly.
Remnants of Elan's World
Nothing survives amongst the ashes of this world save the corpses of Jesters and the ruined native plantlife.
Aether
Varied Plantlife
Organic terran plantlife of a variety of forms. Light-based sustenance.
Aether Elves
Humanoid creatures.
Sapient
General Culture
Tribal gatherer culture (no animal life on Aether); no permanent settlements.
Tech: Imbued Crystal Weaponry Currently just using sharp crystals as daggers; crystals imbued w/ starlight more powerful vs spirits
Tech: Essence-based Magic
General elven culture consists of bands of roving nomads, gathering from the surrounding area and moving on when it cannot support them further. Basic magical techniques improve their lives, but in only minor ways. More advanced magic will need developing independently.
Curio's Tribe
Tribal agrarian culture; semi-permanent settlements
Tech: Imbued Crystal Weaponry
Tech: Agriculture
Tech: Writing
Tech: Healing Magic
Tech: Herbalism
Tech: Pottery
Tech: Essence-based Magic
Curio's tribe constructs semi-permanent settlements based around agriculture. Although construction techniques are insufficient to allow for long-term settlements, a stable food supply and the evolution of pottery as a means of long-term storage allow for stable communities to exist on a larger scale than before. A well-developed tradition of herbalism and healing magics combine with their primitive weaponry to give them a distinct advantage in inter-tribal conflict and this knowledge is passed down from generation to generation with great fidelity due to the use of written records. Basic magical techniques improve their lives, but only in minor ways. More advanced magic will need developing independently.
Halflings
Short humanoids.
Sapient
Innate tech: Woodworking (banjos only)
Tribal gatherer culture; no permanent settlements
Tech: Clothesmaking
Culture: Music
Culture: Theatre
Culture: Humour
Halfling tribes tend to cut wood only sufficiently to create their bewildering instruments, which they insist on playing at every given opportunity. Although primitive, they are socially well-developed compared to other races and their love of humour leads to strong communities. They pursue a roving gatherer culture, moving from place to place where there is food.
Rhea
Crystalline avians. No sustenance required?
Non-sapient
Inbuilt reincarnation: Dead rhea produce eggs to hatch into newborns.
Innate imperative: Ferry souls for reincarnation.
Aether Dragons
Crystalline dragons, cold-breathing. No sustenance required?
Sapient
Individualist culture; Individual mountain nests, limited society.
No technology.
Nightgaunts
Shadow-based spirits, no physical substance.
Sustenance from dreams.
No reproduction; created from dark mortal thoughts
Pseudosapient
No culture.
Maia
Elysians
Deathless, formless beings, composed of light.
Created from souls of Aether elves.
Innate ability: Purify dreams
Satae's Rock
Mithril source: Light, tough metal that rains on certain planets as meteorites.
Fey
Humanoid creatures, varied forms and size. May be found on most other planets.
Do not need to breathe; can cross void.
Sapient
Ss'Vadgrin
Ss'Vadgrin is uninhabitable by design. It is wreaked with unceasing natural disaster. Most complex life cannot survive here.
Shadowfiends
Elemental, undefined form. Composed of darkness and fire.
Innate Imperative: Slay all intruders.
Innate reincarnation: Recreated by elemental forces some distance from point of death.
Non-Sapient
Dragnar's Library
Although possessing a habitable atmosphere, the library does not contain sustainable reserves of plantlife for habitation. Visitors should bring their own supplies.
Librarians
Elemental, non-physical form. Limited ability to interact w/ physical world.
Immortal
Sapient/Pseudosapient
Innate imperative: Tend to the library.
Coin of Good and Evil
Generic plant and animal life as assumed, rather more so on the Good side than the Evil side.
Angels (extinct)
Humanoid, winged.
Sapient
Tribal gatherer culture; no permanent settlements.
Destroyed by plague and predation.
Demons
Humanoid, wreathed in flame.
Sapient
Tribal hunter culture; no permanent settlements.
Demonic culture is violent, chaotic and divisive. Since the extinction of their angelic bretheren, life has become easier as they are able to hunt on the Good side of the coin.
The Armada
Individual ships typically contained sealed atmospheres, often sustaining a specific form of plantlife.
Morai
Humanoid
Sapient
Innate tech: Technological Savants Can comprehend the workings of technological items instantly; not necessarily the purpose.
Tribal gatherer culture; semi-permanent settlements
Innate techs.
Gift: Voidsuits Provided by the deity Coradin, there are only a limited number of such suits. The Morai have developed techniques to keep these suits repaired, but do not possess the infrastructure or technology to create new suits.
Tech: Repair Voidsuits
Morai culture consists of semi-nomadic gatherers moving from ship to ship in the Armada whenever ships get close enough for them to sling cables across and move through the void. The limited number of voidsuits originally created by Coradin mean that only so many gatherers can move between ships at a time, lending itself to a system whereby some of the tribe remain on a single ship while gatherers and scavengers use the suits to travel to passing ships and obtain food. Fortunately, the somewhat fluid nature of the Armada means that the available supply of plantlife is often replenish as the tribe's home ship drifts to a different set of passing ships. Even so, severe population constraints exist.
The Great Ship
Thanks partly to Morai bringing scavenged plantlife from the other ships, the Great Ship is habitable.
Morai
Humanoid
Sapient
Innate tech: Technological Savants Can comprehend the workings of technological items instantly; not necessarily the purpose.
Tribal gatherer culture; permanent settlements
Innate techs.
Gift: Voidsuits Provided by the deity Coradin, there are only a limited number of such suits. The Morai have developed techniques to keep these suits repaired, but do not possess the infrastructure or technology to create new suits.
Tech: Repair Voidsuits
The Morai tribes within the Great Ship resemble their more mobile bretheren, but tend to stay based in the Ship. Previously they might have ventured out to scavenge, but are now trapped aboard the Ship until they can control it. They survive off the supplies and plantlife available on board ship.
Scholars
Tentacular; extra long life, hardy, able to withstand vacuum
Sustenance from psyhic energy.
Sapient
Innate ability: Psionics
Innate imperative; Trade knowledge for experience.
No culture; summoned from beyond the Void to spread knowledge.
Tech: As accumulated by individual Scholars.
The Nameless World
Generic plantlife abounds.
Animal life
Organic animal life in a variety of forms and trophic levels.
Non-sapient.
Stone Insects
Stone insects. Lithovorous?
Non-sapient.
Innate imperative: Conduct pollination duties etc that living insects performed.
Created as a temporary replacement during a period when all insects were destroyed. Animal life that fed exclusively on insects must adapt or perish.
Carp
Deadly aquatic fish.
Non-sapient
Mermaid
Humanoid, amphibian
Pseudosapient
Innate imperative: Destroy carp.
No culture.
Cavern Dwellers
Humanoid
Sapient
Innate tech: Technological Savants Can comprehend the workings of technological items instantly; not necessarily the purpose.
Tribal agrarian culture; semi-permanent settlements
Adaptation: Cave Adaptation The limited available light is less of a problem.
Tech: Subterranean Agriculture The limited nutrients available in the underworld and lack of light mostly mean only fungi and parasitic plants can grow, necessitating periodic movement every so many months or years to a more nutrient-rich cavern. For now, only semi-permanent settlements are maintained.
Cavern dweller culture is semi-permanent, based around semi-sustainable subterranean agriculture. Limited nutrients force the dwellers to move to new caverns once fungal crops begin to dwindle.
Jesters
Humanoid
Sapient
Innate Tech: Woodworking (banjos only)
Tribal hunter/gatherer culture; no permanent settlements
Tech: Clothesmaking
Culture: Music
Culture: Theatre
Culture: Humour
Culture: Worship (Astra'ath) Only Astra'ath's followers made the transition to the Nameless World.
The psychotic Jester culture is embodied by a worship of the terrifying god Astra'ath, lending their (comparatively) highly developed culture of music, theatre and comedy to take a perpetually sadistic bent. They move from cave to cave, scavenging what food they can and playing as many pranks as they can get away with.
Astra'ath's Spawn
Tentacular, various forms
Void resistant. Sustained by psychic energy.
Innate Ability: Psychic projection
Sapient
No culture.
Astra'ath's spawn exist to do Its bidding, and nothing else.
Humans
Humanoid. By definition.
Sapient
General Culture
Tribal agrarian culture; semi-permanent settlements.
Tech: Woodcrafting, Woodcutting Making use of large native plants.
Tech: Toolcraft, Axe-making Currently basic flint tools etc.
Tech: Agriculture Currently of the slash-and-burn variety.
Cultural Imperative: Expand, achieve, perform.
Tech; Mechanics From Scholars.
Tech: Steam Power From Scholars, but no infrastructure to create or prerequisite materials or technology.
General human culture consists of semi-permanent wooden shelters constructed at the site of settlements. Forest is cut down and burned, then crops raised on the soil for a certain number of years. Eventually the soil becomes exhausted and the entire settlement uproots and moves on, possibly to return in some twenty to thirty years once the forest has reclaimed the location. More permanent settlements will require lasting construction techniques and more centralised government. Basic wooden traps and mechanisms are all the rage in hunting and labour-saving devices. A mysterious knowledge has been gifted to them, but they have no means of constructing the device it pertains to to test it out.
Aether Elves
Humanoid creatures.
Sapient
Tribal gatherer culture; no permanent settlements.
Tech: Imbued Crystal Weaponry Currently just using sharp crystals as daggers; crystals imbued w/ starlight more powerful vs spirits
Tech: Woodcrafting, Woodcutting
Tech: Bowcraft, Weaponcraft
Tech: Archery
Tech: Essence-based Magic
Cultural Imperative: Protect the forests, limit wood use.
General elven culture consists of roving nomadic bands of elves gathering over large expanses of forest. They avoid erecting permanent dwellings due to cultural imperatives, but are allowed to cut wood or use fallen wood for the purposes of defense. Basic essence-based magic has been taught to them, but is currently of only very minor application.
Dwarves
Small humanoid creatures.
Sapient
Tribal hunter-gatherer culture; semi-permanent settlements.
Culture: Beards All good dwarves cultivate their beards.
Tech: Mining
Tech: Toolcraft
Tech; Mechanics From Scholars.
Tech: Steam Power From Scholars.
Culture Imperative: Dig deep, attain wealth, pursue industry.
General dwarven culture consists of semi-roving bands of dwarves clustering around the foothills of mountains. Such bands remain in one place long enough for the surface vein or deposit they are extracting to be used up, or for the local vegetation or wildlife to dwindle to the point they are forced to move on. While able to dig shelters in the earth and stone, they lack stable enough sources of food for permanent settlements. Stone and native copper mechanisms are something of a recent development, and the wisest have been able to create mysterious machines powered by hot air with them, but the practical use of such things is limited at this stage. Better metallurgy likely requires knowledge of smelting techniques.
Orcs
Humanoid creatures
Sapient
Racial caste: Goblins
As orcs, but smaller.
Tribal hunting culture; permanent settlements with roving bands
Culture: Raiding
Culture: Xenophobia
Culture: Warmongering
Culture: Dominating
Tech: Weaponcraft
Tech: Crossbow construction
Tech: Mechanics Precursor to crossbow-making.
Tech: Marksmanship
Tech: Construction/Masonry
General orcish culture is based around dark fortresses in defensible positions; unfortunately the lack of a stable food supply means that such fortresses largely remain empty save for a handful of guardians and are inhabited only as refuges in times of trouble. Most orcs work as raiding parties using the fortress as a base, hunting game and potentially foraging, as well as raiding other sapient races for food and property. Orcish culture is extremely divisive, lacking a system of government either strong or stable enough to unite them in groups larger than a single band.
Savoia
It is assumed that this planet contains flora and fauna as befitting a terran savannah.
Zunrah
Equestrian reptiles, herbivores.
Non-sapient
The Void
Scavengers
Giant insects
Derive sustenance from divine energy.
Non-sapient
Innate imperative: Feed Aarrook
of liberties here, especially with the cultural descriptions. Remember that none of this is kosher unless Caesar says it is, but I've tried to fill in details that were glossed over in the initial creations. For one thing, there's a big limit on the power of humans (and one of the races of dwarves) to use the steam power they were granted; simply because they don't have materials to make use of it. And let's not get started on the infrastructure either...
Also, I have a question for Gheronaton on the subject of reincarnated dragons.
Since dragons are biologically immortal, why are you taking only the ones that ****ed up and got themselves killed as your army's mounts? Seems like counterproductive selection to me.