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 Explicit Races and Description Thread (Rules Updated on 13th November)

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Einselar

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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Fri Jan 11, 2013 7:06 pm

Name: Sparks
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Type: Humanoid
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General Description: A race born of humans but is not human itself. They have regular minds until they get an idea, they will then become impatient, foul tempered, and extremely brilliant. If you help a Spark during these times you won't regret it. These periods of brilliance are brought on by something specific for each spark (this doesn't strike them every time they partake in this activity). For some it is music , for others it is sewing, etc.
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Origin: Unknown
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Alignment: Any
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Home Lands: With humans
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Language: Common
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Personality: As versatile as humans until they have a strike of brilliance.
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Physical Description: Humans their head aren't even bigger or anything. Some even argue that these are just SMART humans, but they just don't seem to fit that category. Some have mechanical replacements for accidents that occur when they are inventing.
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Life-Span: That of a human but they sometimes expand their life with various creations.
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Name: Human names
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Relations: Humans
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Natural Power Set: They are very deadly when surrounded by their creations. They are also very good with guns. They are also very good at making those guns deadlier then they were originally.
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This race is for use in a steampunk enviornment. Feel free to use it in appropriate situations
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Handsome

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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Thu Aug 22, 2013 1:02 am

Name: The Rune elves
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Type: humanoid
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General Description: The rune elves, are a type of elve that is, more linked and attuned and able to sense, the magical side of the world. They have a tad more manna, and stamina then most other races, and have many important, large and complex tribal customs, and have made many advances in technology that they use In there hidden cities.
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Origin: They just came from evolution as the other elves evolved and became who they are today the rune elves evolved along with them.
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Alignment: Most of there governments are of lawful good andthey try to raise there children in that lght but alignments may vary upon person.
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Home Lands: They can live anywhere but they mainly live in there hidden utopias deep underground or in the mountains. .
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Language: they speak the common langue but have there own hieroglyphic system,
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Personality: varies, but most are strong, inventive and prideful of there cutrraul.
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Physical Description: The males normally, have a tall and bulky and muscular build. The girls are more leaiish, both genders have leaner arms used for spell casting.
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Life-Span: Thought to be around 200-1000 years, they rarely die of natural causes, but can live to 1000.
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Relations: They are at peace with all races
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Riffus Maximus

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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Tue Sep 17, 2013 6:45 pm

Race Name: Nagmeri (also referred to as Nightmare Weavers)

Lifespan: A Nagmeri’s lifespan is determined by how much they feed. Originally, Nightmare Weavers have a lifespan of a single year if they choose to never feast from the day they are born. One feast provides a day of lifespan.

World of Origin: Fyrun

Gender Ratio: 100% female

Appearance: The Nagmeri are spider-folk, meaning that they share the physical characteristics of humans and spiders. From head to their abdomen, Nagmeri are human females in appearance, usually of great beauty. Below their abdomen, they have the body of a spider with eight legs and their big round bodies. Nagmeri adults usually stand about 8 to 10 feet tall and weighs 150 to 250 pounds, while a newborn Nagmeri stands at 2 to 3 feet on her legs and weights no more than 20 to 50 pounds.
Nagmeri are usually beautiful in their human forms so that they can easily attract males in their Human forms and mate with them for either reproductive means or pure pleasure. While monstrous Nagmeri are not uncommon, the latter tends to be shooed in solitary confinement for being an abomination and being unable to fulfill their reproduction needs on human males.


Personalities: Nagmeri are sneaky and very intelligent creature, as well as their ambitions being only equalled to their lust of dreams and flesh. Nagmeri not only thrive to seek nourishment from the dreams of others, but they are also sexually active folks. Monstrous Nagmeri that have not been able to satisfy their sexual needs are often mad with lust and become mindless savages, attacking anything in sight.

Reproduction: Nagmeri have a Human form for the sole purpose of mating with males, since there is no male Nagmeri. After being impregnated by a male, the incubation period for a Nagmeri is about 10 weeks, after then the Nagmeri retreats to a humid and dark area to lay a single egg. A Nagmeri egg is hard to hatch, needing constant heat, humidity and untouched by light. If everything goes fine, the egg should hatch in 30 weeks. Should the egg lack any of the three requirements, it may result into hatching a monstrous Nagmeri, or the egg just simply fails to hatch and dies off. A newborn Nagmeri is born with the torso of a human female and the lower body of a spider, just like her mother. It may happen the child has similar traits from both her mother and father as she grows up, but Nagmeri usually retains a lot from their motherly side.
Because it is extremely hard for a Nagmeri to have a child because it is difficult to find a suitable place where the egg have sufficient heat, darkness, pace and humidity, they are usually very fond of their progeny and their motherly love knows no boundaries. Nagmeri are very protective of their children and stop at nothing to save them from harm.
Nagmeri laying eggs as the result of a sexual intercourse for pure pleasure abandon their egg in an area where the egg won’t hatch.

Powers: Nagmeri are dream eaters. Their powers not only include the ability of manipulate dreams, but they are also able to induce sleep to their victims.
-Dream Sight: Placing their hands on someone sleeping, Nagmeri are able to see the dreams of that person.
-Dreamwalk: Once seeing the dream of their victims, Nagmeri can choose to take part of their victims’. The dream becomes in fact an alternate reality inside their victim’s imagination for the Nagmeri. Once inside a dream, Nagmeri do as they pleases, and can leave whenever they want.
-Nightmare Spinner: After seeing the dreams of their sleeping victim, Nagmeri can “feast” on those dreams by absorbing them. As a result of having its dreams taken away, a victim is now taken by violent and gruesome nightmares.
-Dream Web: Like spiders, Nagmeri are also able to make webs. Anything coming in contact with the web find themselves becoming drowsy the more time they are in contact with the web. Eventually, those stuck too long in the web are falling asleep in it, leaving themselves prey for the Nagmeri’s Nightmare Spinner ability.
-Dream Sting: Located on the tip of their lower body is a poisonous string. The poison dripping from the sting is in fact a sleeping agent that, once in the bloodstream, makes those affected by the poison falling asleep, once again prey for the Nagmeri’s Nightmare Spinner ability.
-Shapeshift: A Nagmeri has two forms, Arachnid and Human. During the day, Nagmeri are free the change between Human and Arachnid forms. During the night, the Nagmeri cannot turn into humans. If already in human form while the sun sets, a Nagmeri reverts to her Arachnid form.


History: In Fyrun, there exists a Spider Goddess in the godly planes that wanted to leave her mark on the mortal realm. From her own flesh and blood, the Spider Goddess created a being of her own on Fyrun, a creature born to represent her deific mother. Despite her horrific spider body, the human body of Aranea, daughter of the Spider Goddess, was of an untold beauty to glorify the goddess’. Lustful for the dreams of asleep individuals and sexual desires, Aranea spent her young years in Fyrun consuming dreams to add more lifespan to her life and experiencing the pleasures of flesh. Having mated with so many men in her young years, Aranea gave birth to many children, who in turn gave birth to children afterwards and so on. As such, the Nagmeri became a large but secluded society.

Knowing that the surface dwellers of Fyrum were keen on exterminating anything monstrous, the Nagmeri sought shelter in the large underground world of Fyrun, aptly named “Underworld”. Aranea knew the Nagmeri were too few compared to humans to take them head-on in a war for dominance on Fyrun, and so the Spider Queen ordered the Nagmeri to remain in utmost secrecy until the day would come for them rise up to the surface. All looking up to the Queen and her divine mother, the Nagmeri followed Aranea’s orders and rules for millenias, living underground in a prospering society. The Nagmeri left their home during the day to become merchants and sell the goods they make during the night and brought back money to be spent on materials to further accommodate their kingdom. At some times in history, it would happen that Aranea orchestrated strike teams to infiltrate the humans and spy on them, obtaining vital information on their activities and their plans.

For millenias, Aranea led her children this way. Her ability to keep Nagmeri a secret was effective as their kind became more a myth than reality. Those who ventured deep underground and met the savage Nagmeri were the only ones who could testify that there was dangerous creatures underground, thus making the humans wary of travelling too deep underground as well as keeping the true identity of Nightmare Weavers a secret. In essence, the Nagmeri and Humans coexisted peacefully, for one side was not aware of its deceiving neighbours. Overseeing her ever-growing kingdom, Aranea bade her time with plans for the day her children would return to the surface and wage war against humans for dominance.
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Drummy
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Sat Jul 25, 2015 3:47 am

Oh cool. I forgot this existed. Might as well share the one from my Space RP here. It looks like there was a template at some point but I'm not reformatting this. Feel free to use this race anywhere on the site.

Quote :
The Dundee's home planet is Space Australia (not to be confused with the home of Genocidal maniacs and deaf composures, Space Austria. Millions of years ago, before settling the planet Space Austraila the Dundee were a nomadic tribe, who had developed a revolutionary form of travel that involved detecting and traveling through wormholes, wrinkles in space time.  The ancient Dundee visited modern day Earth and were fascinated by Australia, the climate, the culture, the wildlife, just everything really. At that time the Dundee were a relatively peaceful race and settled an sneakily taking some sample with them, before returning to a time before Earth was even formed and eventually settling another planet they dubbed Space Australia.

Dundees are visually similar to humans in many ways. They have a similar bipedal form but are on average about a foot taller and have a much more muscular physique. Their quads and glutes are particularly hypertrophic.  Their eyes are noticeably larger than those of homo sapiens and the eyes, are slanted and look similar to the serpents of Earth. Their teeth are similar to those of humans except they have large lion like fangs as well.  Their hair grows much faster and bushier than that of most humans. Their skin varies widely in shades of tones, and include bright colors such as red, green, blue, and violet.

The Dundee have several unique race adaptations that allowed them to be successful as interplanetary nomads and eventually become the dominant species on what would many would consider the inhospitable planet of Space Australia. They are resistant to almost all drugs and poisons, which makes surgery a pain because anesthesia does nothing for them.  They are able to breathe in most atmospheric conditions and are naturally stronger than humans, being able to forgo the surgery most recruits undertake when joining the Intergalactic legion. They are well suited for space travel as they can withstand extreme temperatures and high doses of radiation. They have a prolonged lifespan. They age similarly to humans for about twenty years, but then the aging process grinds to a halt leaving them physically and emotionally unchanged for another 80 years before resuming as normal. In addition to this they are able to enter an extreme state of hibernation similar to tardigrades. This made them capable of long distance space travel long before faster than light travel was discovered. They have greatly enhanced senses including night vision and the ability the sense heat that make them some of the most gifted trackers and hunters around. They have too other unique traits pertaining to animals as well. Their hands are able to generate and manipulate a weak electrical current. By touching the head of a wild beast a Dundee can temporarily take control of their mind and bend them to their will. Their final ability is probably the most terrifying however. By eating part of an animal (usually the heart or similar organ) they are able to duplicate it's abilities by incorporating their DNA into their own.
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PostSubject: Re: Explicit Races and Description Thread (Rules Updated on 13th November)   Mon Aug 10, 2015 11:19 pm

Quick description is quick.
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Slesaven; A humanoid form of serpent, caused by an ancient curse of benevolent gods for turning away from them. They're haughty and reclusive, proud of themselves and a bit arrogant. Their skin is pale, and scale coverage can range from full covering, to patchy spots. Slesaven only possess two pointed teeth that jut out from under their lips act as a dispenser of a deadly poison. Unable to chew their food, they swallow it whole, often using tools to soften it so that they don't choke. Their tongue is forked and they are able to pick up different scents with it, just as a normal snake does. They can filter their vision between infrared and full color, depending on the light level. Their eyes are like that of a snake, slits of iris and pupil. They have upturned noses, nostrils apparent, whose only function if to draw in air. They tend to be a bit taller than their human brethren, as well as slimmer and more agile. Their bones are more flexible and flimsy than a normal humans, allowing them to be much more flexible and slip into places most can't. Slesaven etiquette requires the warning of innamite death if someone plans to get in your way in a bid for more power. Their society thrives on assassination, vengeance, a cruel sense of justice, and cold, unrelenting ambition.



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Wolvenier (Humanoids created by the gods to dwell in the northern mountains and to guard the demons sealed in the Great Divide, lined on each side by the tall sentinels within Aor’s Belt, many of these bipedal wolves have wandered into hominid settlements, bringing their language and ways with them. Common traits include increased hair growth, a larger amount of muscle mass, a wolf like facial structure, with pointed nose and ears on top of the head, a tail sprouting from the hindquarters, enhanced senses, the ability to see in the dark, claws in the hands, abnormal leg design, making it nearly impossible for them to where footwear, and abnormal tallness. Wolvenier are abnormally gifted warriors, though most lack the social skills possessed by the more civil hominid races.)

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Nesterel.(One of the nomadic cat people of the south deserts and northern plains. The Nesterel Stand a few inches taller than most humans, and all share the same similar aspects of fur, toe walking, tails, elongated pointed ears, more canine teeth than any other humanoids, claws, whiskers, a snub nose, cat-like pupils, pads on their feet resulting in reduced noise when moving, and the ability to see in the dark. They also possess heightened senses, being able to smell odors and hear things a normal human could not.

The Nesterel are a fierce people, with traditions in both hunting and war. Their warriors, called Braves, are some of the most feared forces in the land. The nesterel of the northern plains fully embrace the hominids who chose to settle near them, and are on good relations as long as the colonists respect their land and traditions. The nomadic tribes of the desert, however, are more conservative, keeping to the old ways and being indifferent to outsiders, and hostile to colonists who try to settle on their territory. The tribes are mostly independent, sometimes uniting under a War Lord in times of war or when faced with an uncertain future. The north has a system of organized government, with towns, cities, and villages being represented by a village elder, mystic, and Savage, each representing the three pillars of life. The Elder the commoner, the Mystic practitioners of the mystic arts, and the Savage the braves and hunters. These three representatives meet in the capital city of Mel-dren, located in the central, land locked planes. The language spoken by all nesterel is Al’Sharin, with the dialect differing from the two nations in small aspects. When speaking common(English), the northerners have a slight lilt, like the scottish people, while the southerners tend to have more of a russian accent.
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