Character profiles are to be posted here, and updated upon each successive level gain.
Bolded names are people who are current, with unbolded being people who have yet to update their information.
Current characters in use are:
Parasite
Zorëa
Lux Lucis
Xeras
Teserath
Solaris Lunerus
Ka'Arthan
Den Carvos
Current sentient races (created by)
Immortals(Deity)
Khalterian (Ka'Arthan)
Spoiler: show
Race: Khalterian
Physical Appearance: All Khalterians are roughly humanoid, covered in thick black fur. The fur bleaches white at the tops of their heads and ankles and becomes red at the wrists. Khalterians possess four arms, the lower pair springing from the armpits of the upper pair. At the tips of the lower hands they have humanoid hands, but their upper hands have four claws 6 or so inches long. Khalterians have average human IQ. All of them are exceedingly fast, but females more so.
Male Khalterians stand some 7 feet tall on average, weigh 650 pounds, and are stronger and more muscular than mountain gorillas. Their claws are somewhat blunt and very jagged. Males can run up to 30 miles per hour.
Female Khalterians are about 6' 6", weigh 250 pounds, and are lithe and quick. Their claws are thin but razor-sharp. Females can run up to 45 miles per hour.
Life Span: Females are pregnant for roughly 7.5 months before they give birth to young, usually 2 at a time although 1 or 3 is not uncommon. Both sexes live some 70 years, hit puberty at age 18 (this is the time when their fur changes colors [it is solid black until then] and their claws grow), reach their prime at 22, and begin to lose muscle tone and mental faculties at 60.
Personality: Khalterian society is rigid and militarized. Men and women are equal socially, although the differences in physique means that some accommodations must be made, meaning that they are often somewhat separated. Individuality and invention is strongly encouraged, making the Khalterians a curious and exploring race.
Structure: Khalterian society is organized and elitist. There are two royal families, one of which has the duty to produce a male ruler (Shan'tor) and one to produce a female ruler (Kli'on). The Shan'tor and Kli'on become mates and have a single birth together. Their children together (Trianas) will not become rulers unless there is no other heir when the rulers die, but often they will become military leaders. The successors to the twin thrones are instead the rulers children by other non-royal parents; if the Shan'tor has two sons or the Kli'on two daughters, they will fight to the death at age 20 to determine who succeeds the throne.
Men and women alike are required to serve in the military for 2 years, from the ages of 21 to 23.
Physical Appearance: All Khalterians are roughly humanoid, covered in thick black fur. The fur bleaches white at the tops of their heads and ankles and becomes red at the wrists. Khalterians possess four arms, the lower pair springing from the armpits of the upper pair. At the tips of the lower hands they have humanoid hands, but their upper hands have four claws 6 or so inches long. Khalterians have average human IQ. All of them are exceedingly fast, but females more so.
Male Khalterians stand some 7 feet tall on average, weigh 650 pounds, and are stronger and more muscular than mountain gorillas. Their claws are somewhat blunt and very jagged. Males can run up to 30 miles per hour.
Female Khalterians are about 6' 6", weigh 250 pounds, and are lithe and quick. Their claws are thin but razor-sharp. Females can run up to 45 miles per hour.
Life Span: Females are pregnant for roughly 7.5 months before they give birth to young, usually 2 at a time although 1 or 3 is not uncommon. Both sexes live some 70 years, hit puberty at age 18 (this is the time when their fur changes colors [it is solid black until then] and their claws grow), reach their prime at 22, and begin to lose muscle tone and mental faculties at 60.
Personality: Khalterian society is rigid and militarized. Men and women are equal socially, although the differences in physique means that some accommodations must be made, meaning that they are often somewhat separated. Individuality and invention is strongly encouraged, making the Khalterians a curious and exploring race.
Structure: Khalterian society is organized and elitist. There are two royal families, one of which has the duty to produce a male ruler (Shan'tor) and one to produce a female ruler (Kli'on). The Shan'tor and Kli'on become mates and have a single birth together. Their children together (Trianas) will not become rulers unless there is no other heir when the rulers die, but often they will become military leaders. The successors to the twin thrones are instead the rulers children by other non-royal parents; if the Shan'tor has two sons or the Kli'on two daughters, they will fight to the death at age 20 to determine who succeeds the throne.
Men and women alike are required to serve in the military for 2 years, from the ages of 21 to 23.
Ants (Daemonwelsh)
Spoiler: show
Race: Ants (Jack jumper Ant (http://en.wikipedia.org/wiki/Jack_jumper_ant))
Physical Appearance:
These creatures are black or red and black, and may have yellow or orange legs, antennae and mandibles. All ants in this hive have wings, with queens who tend to be larger than twice the size of the largest males. Weigh 20-30 lbs. Insectoid shaped, with a height of about 1 foot, and length of about 3 foot. The forelegs of most of the species are 4 fingered, one of which is an opposable thumb.
Life Span: Queen's live approximately 900 years(shortest recorded lifespan) , and soldiers living about 90 years(shortest recorded lifespan).
Personality: The race is filled with proud, brave people. Each curious, but still tied in with what is best for the race as a whole. Soldiers are strictly structured, and content with their roles. Ambitious soldier ants can aspire to higher positions with relative ease. Queens are manipulative, but unpolitical. The Queens are content with their roles in the hive, except at the times where they might ascend to a higher rank.
Structure: Structured in a hive format. Soldiers are the Jack's of all trades within 5 separate caste's. The first caste is the water caste. They are comprised of only soldiers, and they have great power over water. They are able to bend and manipulate it, and naturally take to the sea. The second is the earth caste. These too are comprised of soldiers. they have great power over he earth. They can shift earth and rock with ease, burrowing through solid stone in a matter of seconds. The third caste is the fire caste. A group of ants with a red tinted carapace, able to manipulate and create fire. They can often be found working the forges of the hive. The fourth caste is the air caste. They are mainly scouts for the hive, as they have great sway over the air itself. They manipulate the air in such a fashion as to allow permanent flight, or to transport large amounts of ants wherever they want in a speedy fashion. The fifth caste is made of the queens. The queens run the hives, and command the armies of the hive through a mental link which is ever-present throughout the entire hive. The 4 castes of the soldiers are not split by social rank, merely by ability.
Attributes: Extremely quick and agile, with a shell that could take a hammer blow without cracking. The Ants have a enhanced strength, but a weakness to low pressure atmosphere's. Too low of a pressure and the ant explodes. All non-queen ants have some kind of bending ability, which allows them to manipulate one of the four base elements.
Basic soldier ant stats:
Con: 10
Dex:12
Wis: 8
Cha: 8
Str: 16
Int: 14
Abilities: Segmented hive-mind, Parallel linking telepathy. Any ant may link with any other ant at any point in time, and are never disconnected unless privacy by the ants is wished. (scouts will never sever the link, and it only grows more powerful in time's of stress) The queens have an extremely fast reproductive rate. All ants have a low-light vision of 4x, with dark vision to 30ft. The queens may lay one egg every 10 minutes when necessary, but average speed of egg laying is about 1 every hour, per queen. All ants are winged, and may fly with a weight equal to their own times two without exerting themselves. The wings are a translucent shimmering plastic film, and they are extremely resistant to bludgeoning damage, yet slashing and piercing weapons do normal damage. The wings are inches thin, and are able to be cut and/or pierced without inhibiting flight capabilities. It must be severely damaged before it inhibits flight. All soldiers are capable of bending one of the four elements.
Physical Appearance:
These creatures are black or red and black, and may have yellow or orange legs, antennae and mandibles. All ants in this hive have wings, with queens who tend to be larger than twice the size of the largest males. Weigh 20-30 lbs. Insectoid shaped, with a height of about 1 foot, and length of about 3 foot. The forelegs of most of the species are 4 fingered, one of which is an opposable thumb.
Life Span: Queen's live approximately 900 years(shortest recorded lifespan) , and soldiers living about 90 years(shortest recorded lifespan).
Personality: The race is filled with proud, brave people. Each curious, but still tied in with what is best for the race as a whole. Soldiers are strictly structured, and content with their roles. Ambitious soldier ants can aspire to higher positions with relative ease. Queens are manipulative, but unpolitical. The Queens are content with their roles in the hive, except at the times where they might ascend to a higher rank.
Structure: Structured in a hive format. Soldiers are the Jack's of all trades within 5 separate caste's. The first caste is the water caste. They are comprised of only soldiers, and they have great power over water. They are able to bend and manipulate it, and naturally take to the sea. The second is the earth caste. These too are comprised of soldiers. they have great power over he earth. They can shift earth and rock with ease, burrowing through solid stone in a matter of seconds. The third caste is the fire caste. A group of ants with a red tinted carapace, able to manipulate and create fire. They can often be found working the forges of the hive. The fourth caste is the air caste. They are mainly scouts for the hive, as they have great sway over the air itself. They manipulate the air in such a fashion as to allow permanent flight, or to transport large amounts of ants wherever they want in a speedy fashion. The fifth caste is made of the queens. The queens run the hives, and command the armies of the hive through a mental link which is ever-present throughout the entire hive. The 4 castes of the soldiers are not split by social rank, merely by ability.
Attributes: Extremely quick and agile, with a shell that could take a hammer blow without cracking. The Ants have a enhanced strength, but a weakness to low pressure atmosphere's. Too low of a pressure and the ant explodes. All non-queen ants have some kind of bending ability, which allows them to manipulate one of the four base elements.
Basic soldier ant stats:
Con: 10
Dex:12
Wis: 8
Cha: 8
Str: 16
Int: 14
Abilities: Segmented hive-mind, Parallel linking telepathy. Any ant may link with any other ant at any point in time, and are never disconnected unless privacy by the ants is wished. (scouts will never sever the link, and it only grows more powerful in time's of stress) The queens have an extremely fast reproductive rate. All ants have a low-light vision of 4x, with dark vision to 30ft. The queens may lay one egg every 10 minutes when necessary, but average speed of egg laying is about 1 every hour, per queen. All ants are winged, and may fly with a weight equal to their own times two without exerting themselves. The wings are a translucent shimmering plastic film, and they are extremely resistant to bludgeoning damage, yet slashing and piercing weapons do normal damage. The wings are inches thin, and are able to be cut and/or pierced without inhibiting flight capabilities. It must be severely damaged before it inhibits flight. All soldiers are capable of bending one of the four elements.
Race: Ailorans (sinrus)
Spoiler: show
Race: Ailorans
Physical Appearance: Ailorans are amphibious humanoid reptiles. They are the same height as humans and roughly the same strength, perhaps a little stronger, but are covered in blue-green scales. For natural camouflage when in the water, the scales are darker on their back than their stomachs. These scales shed twice a year, are harder than steel, and protect Ailorans from any changes in temperature, though not to a ridiculous degree. When superheated in a forge, shed scales fuse together and can be hammered into weapons and tools. They have, instead of arms, fin-like appendages that end in hands. Ailorans also posses a shark-like tail which they flap vertically. Their mouths are lipless and have needle-like back teeth, but normal looking front teeth. Their noses are just slits in their face and their lidless eyes bulge out of their heads. There is little difference between males and females at first glance but a few facial scales on men are black, and women are often slimmer.
Life Span: Every 4 months Ailoran females lay eggs whether fertilized or not, up to 40 at a time. Ailorans can Psionically detect which eggs have children in them and which are vestigial decoys for predators. These "false eggs" contain all of the nutrients required for an embryo but lack the embryo itself and so form a nutritious core for the Ailoran diet. They mature at age 8 and live for some 120 years, becoming elderly at roughly 105.
Personality: Ailorans are tinkering, intelligent, and value discovery. They are not exactly curious; it is more of a cold analytical desire to know more about the world that drives their science. The pursuit of knowledge does not detract from culture, however, and the Ailorans have a rich culture characterized by their tribal ceremonies.
Structure: Ailoran society is matriarchal; each individual can mentally trace his or her familial line back to one of the first 100 Ailoran women. There is no centralized government. Rather, disputes between members of different families are resolved through conference between the older family members. If the oldest surviving members of the lineages can't agree, the ones involved in the dispute will undergo a ritual in which the ones involved in the dispute will allow their bodies to be possessed by the next higher generation and so forth until an agreement is made.
Attributes:
Basic Ailoran stats:
Con: 12
Dex: 10
Wis: 16
Cha: 10
Str: 14
Int: 20
Abilities:
- Ancestral memory. Ailorans can remember every facet of the lives of their ancestors, reaching back to the first generation. This pool of knowledge is accessed only at will by a mental search system that subconsciously picks out the ancestor that would best help on whatever dilemma the Ailoran may have. It is theorized that these safeguards are in place because any Ailoran who plunges headfirst into the ancestral pool will go insane or die from overwhelming mental stimulation. All Ailorans can access these memories, although females are considerably better at it.
- Limited Telepathy. Ailorans can send emotional signs and mental pictures between each others' minds, but it is not sophisticated enough a system to replace verbal conversations. When used on an animal, it allows the creature to be easily calmed, which is equally useful when hunting buffalo or taming Hippocampi. The power can also be used with sentient creatures to place exceedingly subtle suggestions.
- Telekinesis. With their minds, Ailorans can move up to twice own body weight. This requires no movement on their part, only that they be conscious and free of any mind-depressing chemicals such as alcohol or other drugs, which severely limit the ability. It's power is even greater underwater, where they can easily move 4 times their body weight. Males are considerably more apt with this ability than females.
Physical Appearance: Ailorans are amphibious humanoid reptiles. They are the same height as humans and roughly the same strength, perhaps a little stronger, but are covered in blue-green scales. For natural camouflage when in the water, the scales are darker on their back than their stomachs. These scales shed twice a year, are harder than steel, and protect Ailorans from any changes in temperature, though not to a ridiculous degree. When superheated in a forge, shed scales fuse together and can be hammered into weapons and tools. They have, instead of arms, fin-like appendages that end in hands. Ailorans also posses a shark-like tail which they flap vertically. Their mouths are lipless and have needle-like back teeth, but normal looking front teeth. Their noses are just slits in their face and their lidless eyes bulge out of their heads. There is little difference between males and females at first glance but a few facial scales on men are black, and women are often slimmer.
Life Span: Every 4 months Ailoran females lay eggs whether fertilized or not, up to 40 at a time. Ailorans can Psionically detect which eggs have children in them and which are vestigial decoys for predators. These "false eggs" contain all of the nutrients required for an embryo but lack the embryo itself and so form a nutritious core for the Ailoran diet. They mature at age 8 and live for some 120 years, becoming elderly at roughly 105.
Personality: Ailorans are tinkering, intelligent, and value discovery. They are not exactly curious; it is more of a cold analytical desire to know more about the world that drives their science. The pursuit of knowledge does not detract from culture, however, and the Ailorans have a rich culture characterized by their tribal ceremonies.
Structure: Ailoran society is matriarchal; each individual can mentally trace his or her familial line back to one of the first 100 Ailoran women. There is no centralized government. Rather, disputes between members of different families are resolved through conference between the older family members. If the oldest surviving members of the lineages can't agree, the ones involved in the dispute will undergo a ritual in which the ones involved in the dispute will allow their bodies to be possessed by the next higher generation and so forth until an agreement is made.
Attributes:
Basic Ailoran stats:
Con: 12
Dex: 10
Wis: 16
Cha: 10
Str: 14
Int: 20
Abilities:
- Ancestral memory. Ailorans can remember every facet of the lives of their ancestors, reaching back to the first generation. This pool of knowledge is accessed only at will by a mental search system that subconsciously picks out the ancestor that would best help on whatever dilemma the Ailoran may have. It is theorized that these safeguards are in place because any Ailoran who plunges headfirst into the ancestral pool will go insane or die from overwhelming mental stimulation. All Ailorans can access these memories, although females are considerably better at it.
- Limited Telepathy. Ailorans can send emotional signs and mental pictures between each others' minds, but it is not sophisticated enough a system to replace verbal conversations. When used on an animal, it allows the creature to be easily calmed, which is equally useful when hunting buffalo or taming Hippocampi. The power can also be used with sentient creatures to place exceedingly subtle suggestions.
- Telekinesis. With their minds, Ailorans can move up to twice own body weight. This requires no movement on their part, only that they be conscious and free of any mind-depressing chemicals such as alcohol or other drugs, which severely limit the ability. It's power is even greater underwater, where they can easily move 4 times their body weight. Males are considerably more apt with this ability than females.
Current world state:
Dawn of civilization
Current week:
week 3


