Sentient Races of the WorldAqizzar's Kadesh
Dividing Factor: 100 Litter Size: 6 Death Age: 12
Species: Kadesh (Plural: Kadesh Adjective: Kadeshi)
Description: The Kadesh are a semi-aquatic amphibious species of gathering scavengers. They resemble armless kangaroos covered in teal scales, with huge finned legs and tails, giant black eyes, and a bundle of tentacles sprouting from mid-torso. They are fairly large, 2-3 meters from beak to tailtip, and are light for their size, just heavier than neutral buoyancy.
Location: The bay/river valley at E-11+13 F-12+14
Diet: Omnivores
Life Cycle: Kadesh are born in large batches, with maybe a half-dozen survivers to maturity. They grow throughout their lives, but are effectively adults at around 8-9 years. Few live much more than 20. (Instead of that smarmy bit I had)
Evolutions:
Amphibious 12: 14 EP
A Kadesh must immerse itself in water or stay in a humid climate or it will begin to dry out and weaken. They are still ultimately tied to breathing water, but can stay in air for many hours in the right conditions.
Manipulators 10: 10 EP
Kadeshi tentacles are evolved to pick through riverbeds and coral reefs for morsels. They are deft at manipulating small objects, but have very little strength.
Speed 15: 20 EP
It's muscular legs and finned tail make up half of a Kadesh's mass, and propel them through water at considerable speeds. On land, they can cover some distance in great strides.
Vibration Sense 9: 9 EP
Kadesh have an array of streamers and antennae around their faces which can detect vibrations in water, and to a lesser degree in air.
Language 12: 14 EP
Kadesh communicate with sounds and body movements. Underwater, they produce a range of singing noises. Out of water, they can croak and gurgle, and use “hand” signals. Their actual language is limited to declaratives and warnings.
Extended Eyesight 7: 7EP
A Kadesh's large, wide spaced eyes are made for an aquatic prey species. They have a very wide field of view and can see well in low light levels, important under water.
Spirituality 12: 14EP
The beliefs of the Kadesh have grown strong. Many powerful groups now vie for followers to worship their patron saints.
Psychic Power 7:7 EP
Kadesh can manifest some mental energies into the physical world at whim. Thier power is essentially limited-if they want to kill themselves trying, they can acheive amazing results.
Disadvantages-
Amphibious problems as stated. They aren't really adapted to life on land, and can't go far from water.
Their eyesight is meant to protect them from predators, and is geared to pick up movement. They have a had time focusing on objects.
9 left over EP
Sean's Mii'Ari
Dividing Factor: 1000 Litter Size: 2 Death Age: 70 Breeding Years: 40
Description: The Mii'Ari are a race of upright felinoids, with tails and other corresponding features. Their size is roughly that of an average human, but eventually several sub-races became discernable. This description is of a theoretical Mii'Ari ancestor, since no such prehistoric form is known to exist.
Location: An oceanside plain with forests at M-25/27,N-26/28
Diet: Carnivores
Life span: around 70 terran years, longest recorded life was 115.
Evolutions:
Language: 11EP
The language of the Mii'Ari consists of vocal sounds, mimics and body language, capable of either long-range transmission of simple mesages containing basic warnings or conditions, or close-range conversation including emotions and description of actions or events.
Construction: 2EP
The Mii'Ari finally have a breakthrough and can now make basic waterproofed shelters available to all.
Basic Tools: 8EP
The Mii'Ari learned to sharpen sticks. These are used mainly for fishing, though they make effective weapons.
Overall physique: 11EP
The Mii'Ari are slim in build, yet they are capable of displaying bursts of speed, strength, or agility, due to the high endurance. They are capable of managing their breath to this extent.
Senses: 8EP
The Mii'Ari have two eyes that cannot see color, yet have improved vision during the night. They also have vibration-sensitive "hairs" situated on the face, but these are mostly a remnant of their true feline ancestors, as the Mii'Ari rarely put them to use.
Arm, Legs - 8EP each
Their arms are equally well-developed, with four digits on each appendage, suitable for grabbing and utilizing basic tools. The arms and legs are strong enough for climbing trees or mountains alike.
Fur: 4EP
Short fur covers the entire body, with varying coloring of shades of gray and yellow. Patches of longer fur can exist around the head, primarily on male specimens. The fur yields no physical protection, but helps withstand cold. The Mii'Ari dislike water because it denies them this defence, but are lightweight enough to swim if they are not disoriented.
Claws: 6EP
The Mii'Ari have two sets of claws. The claws on their feet are 1-2cm in length and are permanently visible, being situated on the tips of their toes. Their hands have a set of claws usually consealed in "flesh pockets" within the palms. Small muscles can move these claws in and out, and by closing the fist, a Mii'Ari can lock the claws in place with the hand's bones. Due to the importance of these to survival, physical movement of a claw against the pull of the internal muscle causes discomfort and pain.
Farming: 1EP
The first farming of any scale of the Mii'ari is with their vines used to waterproof roofs-they also grow a bit food, not to eat themselves, but to use as bait for hunting.
fire making: 5EP
Fire use and handling. While the Mii'Ari could use, and learned to respect fire, it was still a chaotic element to most of them. As more and more dangers beset the Mii'Ari in the outside world, they started to look for ways to control this element. Among the results of this activity was a method of setting up smokeless fires, and better ways of igniting the fire
herbology: 4EP
The introduction of a plant with strange properties prompted the naturally curious Mii'Ari to examine and find out properties of various plants throughout the land. There's currently no way to store the information, except remembering it, and some Mii'Ari have devoted themselves to this cause of collecting information.
0 Left-over EP
Duke 2.0's Shrike
Dividing Factor: 1000 Litter Size: 5 Death Age: 30 Breeding Years: 20
Location: The Bay surrounding the island at D-11.
Description: The Shrike are a species of saltwater fish, with long slender bodies and powerful muscles. It primarily charges towards its prey, using the force of impact to deal the killing blow instead of it's sharp, yet somewhat weak jaws. These fish have skin, not scales.
It resembles a mix between a Knifefish and a Pike. Can reach up to 6 feet long, with an average of 4-5 feet in length.
Birthes through eggs like salmon, but generally no more then a few survive from the brood.
Diet: Carnivore
Life Span: 30 Years, 20% as non-adult.
Evolutions:
Strong: 10EP
The muscles of this creature are both strong and efficient. Of course, with this being a fish those muscles only help with locomotion.
Limbs: 8EP
Buds on the sides of this creature support fins, but perhaps with more evolution they could turn into arms and legs. They are jointed for extra speed.
Hunters Organ: 7EP
Using a weak electric field through the water, this creature can detect prey even in murky water.
Tough Skin: 10EP
The skin of this creature is hardened, allowing for increased resistance to harm. Skin, not scales.
Fast: 10EP
This creature can move quite quickly, speeding through the water to both reach prey and escape predators. Supplemented by strength, which gives more force behind the speeding body.
Jaws: 8EP
The jaws of this fish are sharp and are capable of biting into skin and breaking bones of smaller animals.
Bioluminescent: 2EP
There are a series of nodes along the sides of this creature that create light. This is mainly to attract small prey, and is incapable of illuminating anything around it.
Language: 5EP
With basic methods of transmitting ideas through body language, these creatures can communicate with eachother. One of those methods is altering their hunters organ to make varied electric fields. This is mainly to aid in the hunt.
Freshwater Adaptation 5 EP:
While the oceans are large and provide much food, freshwater streams and lakes provide a staging area to evolving onto land-based tribes.
Weaknesses:
I expect no bonus from these. Just to point out where these things fail.
Water-breather:
Can only survive in water. Cannot breathe air.
Saltwater adapted:
Can only survive in saltwater and brackish water.
Quick to Hunger
Needs lots of prey to survive. Thus is lives in the brackish marshes around the bay.
18 Left-over EP
Nilocy's Jhiar'd
Dividing Factor: 100 Litter Size: 12 Death Age: 6 Breeding Years: 4
Name: Jhiar'd
Location: P-18, O-17, Q-17, R-16
Description: The Jhiar'd are a race of giant sentiant insects that live in the dense forests of Harzoor (Thats what my race has named their home). The race is split down into several 'sects', the 'Worker' bug comprises the majority of the population and does the menial work supporting the 'Mother' and 'Warrior' bugs. The workers are relatively weak and have spiked hind legs (for grip) and a mandible on each forward leg to provide manipulation of foods. The 'Mother' bugs are large fat soft slug like creatures whose sole purpose is to provide eggs for the colonies. 'Head' bugs are the genetic stalk of the colony.While larger than both workers and warriors and coming with 6 legs and 2 maninpulators they look relatively the same. 'Warrior' bugs are larger than workers and have larger claws and thicker exoskeletons.
Diet: Omnivores
Life Span: 6 years. (2% as children)
Evolutions:
Weapon Making 1:1EP-The Jhiar'ds Heads have realised the potential of the cutting axe used as a weapon. They begin to train with the hand axe.
Tactics 3:3EP-Recent battles have understated the need to have a large coordinated front when dealing with enemies, tactics will allow for a greater amount of communication between the heads and their warriors, basic orders such as "advance","retreat","flank left/right" etc are becoming more prevaltent within the 'military'.
Tree Cutting 5:5EP - The bugs can cut down trees with more effectiveness. They can also make basic axes.
Pioneering 4:4EP - New colonies bring more experiances that can be passed down through the genetic line. Experience buillding new colonies has resulted in a a class of tough bugs that can reliably called upon to tame new lands and pave the way for future settlers.
Food Management: 1:1EP - Food is controlled a bit more effectively.
Senses 6:6EP - The more the bugs investigate new things, the better they begin to understand themselves and what their bodies are capable of. The workers now see shades of colours, while the warriors now see distinct shapes.
Language 9:9EP - They chirp and sing to each in a high pitched noise expression most emotions and conversations. The Heads have another vocal cord which allows them to send an ultralow frequency single that can be picked up by every bug touching the ground within a mile radius. These are usually used for warnings of attacks, need for contructions or rallying of troops. The bugs also have a very primative written for of expression that is carved or painted into walls to instruct of terriotories and warnings. The establishment of tactics had furthered the Workers and Warriors uses of language. They improve on what they already had, now being able to describe the colours they now see.
Hierarcy 10:10EP - The colonies are organised into seperate sections all providing the most efficient work they can. Heads are always incharge of import things, expansion, conflict, diplomacy etc. Workers co-ordinate their work patterns to improve efficiency within the colony. Mothers birth when most needed (after attacks, colony splitting (The process of a formation of a new colony) )as not to waste resource and energy.
Genetic aquisition 7:7EP - The 'Head' bugs can aquire genetic material from fallen prey. This is done in the form of eating living DNA and mating with the mother bugs to produce a new set of bugs. New material (Other sentient creatures for example) comes extremely rarely and a usual Head won't see any worthwhile genetic harvest. Although once harvested it can have a varied amount of effects, ranging for general benifits i.e increased speed, strengh, or the understanding of a new species.
Fast breeders 6:6EP - Although short lived, the Jhiar'd replace their population fast when needed.
Constructions 7:7EP - The Jhiar'd workers can build different styles of homes to suit each sects, birthing nurseries for the 'mother' bugs, communial barracks for warriors, and hovels for the individual worker, mine shafts and walls for colony defence aswell.
Sect specialisation 8:8EP - Each sect does what it does to the best it can do. Workers are weak but can manipulate the enviroment (farming, chopping, fishing) while mothers produce alot of eggs. Warriors are tougher and can hurt things more.
Warrior claws 7:7EP - Warrior bugs have powerful claws .
Worker claws 4:4EP - Work bugs have not so powerful claws.
Spirtuality 3:3 EP-Some small groups have grown up and regularly sacrifice themselves to the lava
Animal Husbandry 2:2 EP-Some Jhiar'd have begun to raise meaty grubs for their people to meat, it's a delicacy for the nobles presently and occasionaly a reward for hard workers.
Farming 1:1 EP-The basics of managing a fungal farm have been grasped by the Jhiar'd. They grow a small yet stable amount of food-hunger is less than it was.
Weaknesses:
Very few 'Mother' bugs, about a dozen per colony. If they're murdered or die off then the colony will surely fail.
If you cut of the antenne, then you've effectively killed off the bugs senses.
Head bugs get extremely defensive over 'their' land, usually resulting in the majority of Heads to die before a new colony is founded.
Because the heads are the controlling bodies the lack of them can cause a colony to go into dissarray... Causing all sorts of weird things to happen, workers mating with the mothers... warriors murdering thier own kin. etc. etc.
0 Left-over EP
NonAnonymous's Nahuantl
Species: Nahuantl (Plural:Nahuantl Adjective: Nahuantl)
Dividing Factor: 1000 Litter Size: 2 Death Age: 70 Breeding Years: 40
Description: Nahuantl are 2' to 3' tall monotremes which appear to be lizards with vibrant, smooth, green (on rare occasions blue, and it can be white if their parents spend their lives completely away from the sun.) skin. They possess muscular tails from 2' to 3' long and in place of hair they have tendrils tapering from the backs of their skulls to roughly 1' in length, though these generally grow to be longer than this as they age. Females are typically larger than males, with slightly shorter tails. They have rather fierce looking, black, curved claws on their hands and feet alike, and their feet are also prehensile as well
Location: The jungles of R-13 and 14, the base of the mountains at R-15, and along the river bank at S-14.
Diet: Omnivores. Their diet is primarily fruvivorous, but is complimented with various insects and other bugs. For one reason or another, they rarely eat fish or meat, though they have no qualms about it when times are tough.
Evolutions:
Manipulators 13: 16 EP
Nahuantl have deft fingers on their hands and feet.
Speed 10: 10 EP
Nahuantl have fairly well developed speed, given that their small size make evasion of larger creatures one of their primary methods of survival.
Language 7: 7 EP
Nahuantl communicate with hoots, whoops, hisses, and slight color shifts in the face and chest area. Like most creatures, they also communicate through body language.
Claws 5: 5 EP
Nahuantl claws are adapted to helping them climb, but are not particularly useful in combat.
Climbing 10: 10 EP
Nahuantl are excellent climbers, and spend almost all of their lives in the trees.
Swiming 5: 5 EP
Nahuantl are fairly good swimmers, though they don't really excel at it.
Color changing 5: 5 EP
Nahuantl can change the colors of their body to match their surroundings, but can not mimic complex patterns.
Electromanipulation 4: 4 EP
Nahuantl can generate a mild electric shock. This is too weak to kill on its own, but can generally stun creatures for a moment, possibly giving the Nahuantl the upper hand.
Farming 8: 8EP Because so many are beginning to starve to death, the Nahuantl are beginning to get a grasp around the concept of farming.
Tactics 5: 5EP Skirmishes with the Jhiar'd and others have much improved the tactics on the field. It was a hard lesson to learn, but now they know to retreat and advance in a semi-ordered fashion.
Caste Systems 9:The Nahuantl have developed a system of goverment based upon segregation of labor by abilty and birth.
Construction 3:Basic shelters of wood and leaves are often seen in Nahuantl land-or not seen as they seem to be hidden most of the time.
Tool Making 4:The Nahuantl know how to use sticks and stones for building and defense.
Martial Arts 2: Many Nahuantl have learned the basic tenants of martial arts. Other than making them deadly in close quarters combat, its tenats are close to being relegiously followed.
Weapon Making 2: The use of a simple wooden spear is well know to the Nahuantl.
Armoring 2: Part of the "Tenqgor" or ceremonial armor and weapon set, Nahuantl use simple stone slabs or the blue and white mushroom as an effective shield, allowing them to parry blows.
Egg Laying 2: Nahuantl eggs have developed shells that are both resistant to damage and adverse weather affects.
Disadvantages:
Haughtiness: The Nahuantl have an inherent sense of superiority to other forms of life, as well as different groups within their own species.
Smallish: The Nahuantl are threatened as prey by a number of other species.
0 Leftover EP
a1s's Plantwe
The *Plantwe*
Dividing Factor: 100 Litter Size: 2 Death Age: 20 Breeding Years: 15
noun: *Plant*, *Plantwe*
adjective: *plantBelonging*
*Plantwe* are sentient plants. Evolved from insectivores, the *Plantwe* are larger and posses considerable mobility with their *Arms*- long stalks with sticky ends- which allows them both to hunt small prey (by ambushing it), and transplant themselves into better soil, or ambushing spot (however the process is somewhat unpleasant to the plant, requires much increased food intake if prolonged, and is slow, compared to the movement rate of more conventional animals).
Diet: The *Plantwe* are carnivorous. That is to say that they eat only animals (and insects) and not other plants, however a *Plant* can survive for months on sunlight and soil nutrients alone if it doesn't need to move around.
Lifecycle: a *Plant* spends his first year as a *Sapling*, having no ability to move, think, or eat animals, and must be protected from all dangers, and his second year as *Plantsmallness*, which corresponds pretty well to what you would call a childhood. By 2 a *Plant* is mature, and lives an additional 15-20 years after that.
Society: right now *Plantwe* are organized into small tribes, which all grow in the same area, and care collectively for their *saplings*.
Location: S23, 25 T 24, 26 a lightly forested area not far from the *Waterend* lake.
Photosynthesis 15: *Plantwe* need to eat a lot less to survive then normal animals do, because they convert light and fertilizer into food. This only works if both sunlight and nutrients are available.
Language 11: The *Plantwe* have a smell based language of considerable complexity, which allows them to express all sorts of different ideas, the only drawback is that it's very slow to use, as you need to wait for the air to clear before saying the next sentence.
Composite concepts are expressed by producing simpler ones at the same time, and denoting the core one with stronger smell (a *Waterend* for example is a lake, while a *waterEnd* is draught. obviously *waterEnd* and *Endwater* are the same word.)
Finally the *Plantwe* language is naturally writable (you could just *smellMake* at a piece of cloth), but no technology exists to support this yet.
Smell 10: The *Plantwe* can take apart any smell with their *Senseflower*, and tell you what it is composed of or what is producing it, though them telling you is usually the same smell again. (See: language)
object manipulation 8: *Arms* can stick to things allowing use of naturally occurring tools (sticks, rocks, etc.).
Movement 3: a *Plant* can unplant itself and slowly (0.4-0.5 miles per hour sustained, 200 feet in a minute if there is urgent need) move to a better location.
Storage 4: *have a small sack near the roots called a *Rootsack*, that contains about a day's worth of fertilizer, in refined form for when it is unplanted. Once that is used up, the *Plant* has to increase his animal food intake tenfold or face rapid starvation. A technique of preserving insects by drying has been developed to supplement this, further enhancing scouts' ability to move without replanting
Toolmaking 3: The *Plantwe* have learned that a stick is an amazing thing!
Weapons 1: The *Plantwe* also know that Pointy sticks kill things better.
8 left over EP
Draigh's Lanlar
Species: Lanlar (singular, plural; adjective: Lanlarese)
Litter size: 5 eggs
Age: between 30 and 40 years, able to live independant at age 1, sexually mature at age 5, adult at age 10
The revealing of the green sun awakens this new species, naming themselves the Lanlar. They were common birds but no longer. They gained sentience and with that a new goal. Since their awakening, the Lanlar are a peaceful species. They prefer to evade attackers instead of fighting them, unless really threatened. They look majestic like birds of prey (think Eagle) yet do not hunt or scavenge for meat.
Their feathers are mostly brown on top and white below. When they fly one would have trouble seeing them up in the sky because of the white feathers, and when they sit in a tree or against a rocky cliff then the browns camouflage them a bit. The Lanlar have a wingspan of about 2 meters with a body length of about 70 cm. Their weight is around 4 kilograms.
The females of the species are a bit bigger and heavier on average, they are also more fierce, especially when young are involved.
Location: They awakened and live in the forests and mountains of F18, F20, G19 and G21.
Diet and habits: They are mostly living during the day (diurnal), feeding on fruit, seeds and sometimes rodents and fish. Since their awakening they prefer not eating other living beings, although their size still forces them to hunt when fruits and seeds are not enough.
Their preferred habitats are in the mountains and forests and they tend to migrate requently, following food availability per season.
Natural enemies:
The Lanlar do not have many natural enemies, although some are out to try and steal the eggs. For most the size is enough to seek easier prey somewhere else.
If threatened a Lanlar will mostly just flee into the air, unless young are involved. Then they tend to swoop down on the attacker, aiming for eyes and other sensitive body parts. Their most important goal then is to drive off the attacker, not to hurt or kill him. They will not hesitate to kill if that is what must be done, but prefer not to do so.
Evolution:
Overal physique, 4 EP
The Lanlar have evolved in such a way to be light and agile for flying, warm and resistant for living in the mountains and forests with little or no shelter and able to breath and function on high altitudes. (also see Flight, Feathers and Beak/Claws)
Flight, 8 EP
The Lanlar are fast and agile flyers. This is mostly their form of travel and very important in finding food and keeping out of the claws of possible predators. They can reach speeds up to 70 km/h when not carrying anything, else speed drops to around 50 km/h.
Feathers, 5 EP
The coat of feathers keep the Lanlar warm and dry in most types of weather. It also provides them with a bit of camouflage.
Beak and claws, 8 EP
Both the beak and claws are sharp and strong enough for most basic functions. They would be strong enough to pick someones eyes out or otherwise lightly injure most beings. The claws are strong enough to hunt small rodents and fish from rivers. The Lanlar mostly eat fruits and nuts and the beak is able to crack the nuts and swallow it. They also sometimes add fish and rodents to their menu, but prefer not to do so.
Nestbuilding, 3 EP
They can build a nest to lay their eggs in. Often this is done high up in the mountains where predators are few.
Senses, 8 EP
Their senses have been above average, used in finding food and as a early warning to predators. Their eyes are sharper and can see far in the distance. The glare of the sun has no effect on their vision.
Language, 8 EP
Due to physical limits they have limited communication abilities. They can convey most basic and some advanced messages with vocal signs and body language.
Psychic Ability, 10 EP
The green sun awakened their mental and psychic abilities. The psychic abilities are roughly dividable in these five subcategories, based on the effect. Individuals often show talent in just one area, although exceptional people might master all five of them. This is not just a matter of training but also very strongly one of inborn potential. Some Lanlar might have the dabbling talent in each of them but master none, others might master one and be totally unable to do anything with the other. It seems everyone at least has the sense of Creativity and the basics of Farsensing available to them.
* Creativity, 2 EP
This is the ability to create illusions, change shape and manipulate energy. Initially its just a small mirage one could create with this facet of psychic ability, but a grandmaster could create material things from thin air if he invests a lot of energy in it. It also seems to strengthen the other abilities, thus a Creative master might be a better Redactor then someone who has a lesser Creative faculty.
* Farsensing, 5 EP
This ability grants one the ability to talk mind-to-mind with others, first closeby and when stronger also over great distances. One is also able to aim their normal senses to remote places, with more and more accuracy and quality. Sometimes this is experienced as an out-of-body experience, otherwise more like watching through a window to a remote place. Some say true grandmasters can also look through time towards the past or the future. It seems all Lanlar have at least enough ability in Farsensing to communicate mind-to-mind, even if it stops there.
* Psychokinesis, 2 EP
The most well-known ability of moving objects with the mind. This can also be used to manipulate energies, but not to create them. A beginner can maybe bend a spoon, but a grandmaster is surely able to lift collosal objects at will.
* Coercion, 1 EP
This ability is best described as metaphysic mindcontrol. Sometimes more visible as charisma, force of personality and other times experienced as if someone takes your free will and forces your actions. Most people frown upon using this ability, nevertheless it is a possibility.
* Redaction, 1 EP
This ability influences living beings. It can be used to diagnose and heal illnesses, cure fatigue or just as easily torture, maim and kill. A grandmaster is also able to heal illnesses of the mind. But bringing back the dead is even beyond them.
Religion/Spirituality, 5 EP
They believe in a higher power that granted them their sentience, and look up to the new sun as a (sign of) God. This is still developing into something more solid.
Disadvantages:
Unorganized
The Lanlar are used to be free and value freedom very highly. Each decides for himself and lives mostly solitary or with their life partner, even though they meet together on occasion and are able to communicate on great distances. No leader is accepted and most just take care of themselves.
Nomadic
The Lanlar are mostly nomadic and only stay in one place to raise their young long enough for them to learn how to fly. Some do stay in one area if there is enough food to sustain them for longer periods of time and safe to remain there.
No technology yet, probably going to develop their psy powers first as they need telekinesis to start manipulating objects around them. Also not settled in one spot, thus no farming
Major Deities of the WorldNevon: God of Lava
Patron of curiosity and invention
Rituals: Nevon requires blood sacrifices of the spoils of hunting and some sort of a ritual where young believers need to pass a test of maturity.
In exchange, believers of Nevon are promised
the ownership and mastery of her fire and earth.
Background: In the beginning, the universe was split in two perfect halves. One of them was filled with water, the other with fire.
Constantly, water and fire would evaporate and douse each other in a constant battle.
After eras, the energy freed by this caused a large rift to form between the two halves. The water and fire around the edge of this rift became solid, and formed two eggs. On the fireside, the egg of Nevon formed. On the side of water, the egg of Venon, his twin brother/sister, formed.
After they hatched, Nevon and Venon crafted the earth by making fire and water solid and then forming it like clay.
Then, Nevon created life.
Venon, who was jealous of his brother's/sister's feat, decided to flood the other's work. A battle between the two began.
After years of tiresome fighting, they decided to split up what was made to prevent any further conflict. Venon would own everything above what Nevon had made, and Nevon would own everything below.
And so, earth was placed between the two gods. Any now and then, both gods would unleash some of their power to keep the earth alive ( rain from Venon's side, and lava from Nevon's side ).
Followers:
Jhiar’d 7%
Ta’zel: God of Metal
Patron of construction and tools
Form: Ta'zel is most often found manifesting himself within an ore-rich rock or tool made of metal. If he manifests within an ore-rich-rock, the ore within will twist and contort, forming a peculiar shape that draws nearby creatures to touch it. When contact is made with the manifested object, Ta'zel can psychically impose upon the person, conveying his will.
"Rituals": Ta'zel knows the deep places where ore hide, brimming with potential. He wants no more than to see that it is utilized to its fullest. As such, those who pay particular homage to the sanctity of constructions and tools, who make contact with Ta'zel, could be imparted with the knowledge of some of the more useful deposits. Those who cross him however, those that show no care for the tools that create, may find that their buildings seem less structurally sound, and their tools seem more prone to break.
Background: Born from the masses of potential energy held within the untapped deposits within the plant, Ta'zel seeks only to propagate the use, and reverance of all things created. That is his purpose and his will.
Followers:
Nahuantl 8%
Aurora: Goddess of the Sun
Patron of victory and water
Aurora often appears to it's followers as an indistinct human form of light and can talk into the minds of followers. If blessed by Aurora the blessed has uncanny luck leading to victory most of the time. Aurora's mainly influences during the day and where there is a large population of creatures be they sentient or animals.
Followers:
Mii’Ari?
Lanlar 10%
OOC: Do you still offer your worship to the Mii’Ari or not? Just double checking!
Mellanus: God of curiosity
Patron of knowledge and compassion
Form: When Mellanus appears to species, he prefers to take the form of an unremarkable young adult male (or whatever sex is more commonly associated with scholars in the race) of whatever race he is appearing to, to the extent that if two different creatures look at him, he will appear differently to both of them. He is modestly dressed, with a simple appearance, but always conveys a look of wonder and excitement.
The other form he commonly takes is that of a handsome little songbird, such as a finch or sparrow.
History: In a time before time, when the laws of the Universe were first set in stone, and the events that created the Universe were set in place, existence sprang out of nothingness. This greatly pleased the Gods, and they set out to shape and mold this Universe into forms that pleased them. The created the heavens, and the Earths, and set into motion the creation of lesser forms of life, so that they may grow to know and understand them.
While most Gods were content to watch the machinations of their labor take shape and unfold, few Gods were determined to fully learn and understand the far-reaching implications of their labor. While veneration and political power were worthy goals of other Gods, Mellanus felt no such need for such entitlements.
Mellanus instead took form of bird and beast, and studied. What he did not know, he learned. What He did not see, he found. And He found that bird and beast were good, and that they were deserving of His knowledge.
When the birds asked Him what food they could eat to satiate their empty stomachs, He showed them the nuts and insects on the ground. When the snakes asked Him how could they move, as they had no legs, He showed him how to slither. When the bees asked Him how they could survive the long winter, He showed them how to transform honey from nectar.
And slowly he taught the animals, and slowly he learned more about creation and its laws, and the implications of those laws.
And when sentient beings came into existence, ones who had language and reason, Mellanus rejoiced, for he could do more for them than he could for the others, for they could comprehend his love for knowledge, and curiosity of existence
Followers:
Lanlar 6%
OOC: Who worships Mellanus?
Lukat Cush Lhac: God of Unity
Patron of the flesh and Growth
Backstory: Some say the life begun in the primordial soup, as an amorphous mass of fluid. It was growing, devouring precious nutrients, heating itself with the energy of the star above and the earth below. It evolved. Then it fell apart.
Well, not entirely.
Lukut Cush Lhac is the part which resisted the Sundering. When the other forms of life evolved, it remained a shapeless blob. It eventually even developed something like consciousness. Then it felt that it's not complete.
There were the others. Another forms of life who were once a part of it. They lived separately, constantly fighting. One devoured another, only to become a prey itself. Eventually, every lifeform Lukut had been observing, have died - eaten by the predators or just dropped dead, when its decaying body no longer could sustain itself.
It was high time for the reunion. Lukut tried to make those pitiful creatures a part of itself again. But something were wrong. All of them fought desperately, trying to maintain their separation. And the more complex they were, the more they resisted. Some just fleed in terror, some went hostile or tried to sustain themselves with the new found source of proteins. And with each passing year, they evolved...
But there is hope. Something makes them to persist, to fight with each other... but deep inside they know. They know they were once one, who didn't know conflict or death. And they long for it.
Form: Amorphous, constantly changing mass of flesh and tissue. It can shape itself to look as another living organism, but it doesn't usually want to. In the end, shape is an abomination.
Followers:
Kadesh