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REFURBISHED [Morbitia Ren...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
11-22-2024, 09:01 PM
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⛌ bluff ⛌
Forum: [OFFICIAL PROJECTS]
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11-21-2024, 04:02 AM
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INFERNO - A Intermission ...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
11-20-2024, 11:33 PM
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[PERSONAL] ??????????????...
Forum: [OFFICIAL PROJECTS]
Last Post: skinstealer
11-18-2024, 01:39 AM
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Vino Tinto/Blanco: Projec...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
11-17-2024, 08:08 PM
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[SPECIES / TCPDEX UPDATES...
Forum: [UPDATES]
Last Post: sarcovyn
11-13-2024, 02:22 AM
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THE TCP TYPE PREFERENCE S...
Forum: [GENERAL CHAT]
Last Post: skinstealer
11-11-2024, 10:31 PM
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ConnectiveThreads [A 202...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
11-07-2024, 05:30 PM
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Masa con Papas: Proxy's M...
Forum: [OFFICIAL PROJECTS]
Last Post: ThreadLurkingComorant
11-05-2024, 06:37 PM
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the mortis work log
Forum: [GENERAL CHAT]
Last Post: skinstealer
11-04-2024, 10:05 PM
» Replies: 159
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[SPECIES DEVELOPMENT] NEUROTHS |
Posted by: skinstealer - 10-14-2020, 02:42 AM - Forum: [SPECIES DEVELOPMENT]
- No Replies
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NEUROTH [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread) and gore/body horror] ORIGIN
- Originated in ????
- Created by Elaine in [year]
- First morph: Mantis
- ????
CULTURE
- While neuroths were created by Elaine, they are not as associated with her as other species are with their creators due to the neuroth population’s general disdain for her and her ideals.
- Very few neuroths worship Elaine, and worship for other gods vary based on region. Many choose instead to focus on respecting local, mortal authority.
- While neuroths are mainly impervious to physical damage, there are various conditions that can affect them, with some examples being chronic pain (ranging in severity) affecting one or both of their cores (see biology section), issues regenerating or molting, and picking up errant signals using their psychic ability.
- More traditional neuroths typically prefer to sleep alone in their own designated areas, though some have found that sharing bedding spaces with others can be quite comfortable.
- Neuroths require a decent amount of space to house their families considering their size, along with their tendency to fight.
- Neuroths traditionally take part in formal education, and send their hatchlings off to school at a young age, which they attend until late teenage years.
- Neuroth biology leads them to consider combat as a casual if not entirely necessary affair, and fighting in the open is extremely common, especially among rivals and even within biological families.
- ????
APPEARANCE
- Jointed carapace-like exoskeleton
- Markings can either be simplistic color differences on joints/torso carapace and/or mirror those of Earth insects
- Voices consist of hissing and clicking
- No paw pads
- Most morphs have tails
- Hair does not show up naturally, but can be modded on
- Range from 7’6-9’6 for "normal" adult height range.
- Digitigrade legs, number varies between 2 and 4 depending on morph (bipedal or more pseudo-taur-like)
- 2 or 4 arms depending on morph, clawed hands
- Some morphs have wings, capable of flight
- ????
BIOLOGY
- Neuroths have exoskeletons and gel-like internals, with consciousness spread throughout said gel. This gel becomes more fluid-like on contact with the air, but remains more solid when within the body.
- Neuroths are capable of regenerating any part of their body within a short period of time of its injury, severance, or outright destruction. This typically happens through the wound “bursting” with new gel and new exoskeleton hardening on top, with features such as eyes forming spontaneously along with the exoskeleton. New exoskeleton is weak until allowed to fully harden, and further injury is to be avoided. Regeneration time varies, and grows longer with each successive injury (and scales with severity) until the next molting period has been reached.
- While there are no distinct organs to indicate this, neuroths have two “core” areas in the head and the chest, with both being the most sensitive to pain and injury, while also serving as the main “regen points”- regeneration will focus on whichever part of the body contains either the majority of the body mass OR the majority of the cores- for instance, while typically, a neuroth severed at the upper torso would be expected to regenerate from the bottom half due to more of its body mass being there, it would regenerate from the upper portion due to the cores being present. In the case of only one core being present (such as head detached from the rest of the body, or body cut into pieces), largest body mass is prioritized.
- Neuroths periodically molt, a process that can last anywhere from a day to a week, depending on how many regenerations their body has sustained since their last molt. They undergo a period of frozen stasis for a few hours before shedding the majority of their exoskeleton, revealing a thinner layer of carapace that must harden over time. This leaves them squishy and vulnerable for the molt period, and many prefer to stay inside and away from danger.
- In the case of one of their cores being temporarily destroyed, neuroths are prone to heightened emotional responses, often leading to comfort-seeking behaviors or more intense combat situations.
- Neuroths are capable of limited telepathic communication, allowing them to communicate with people they have deep connections with (positive or other wise) without the use of verbal speech. This intensifies along with heightened emotional responses in the presence of core destruction, allowing them to call for help or backup if need be.
- Jack o’lantern teeth
- Omnivorous diets leaning carnivorous
- High energy levels, easily restless
- Neuroths are often twitchy in their body language, and tilt their heads at sometimes extreme degrees to enunciate their words and gestures.
- No visible ears
- Typically have some form of antennae/horns
- Eyes are large and often extend off of the head
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Lifespan of 120 years, reach maturity of 18-20 years old.
- Reproduce sexually and have sexual dimorphism
- Lay eggs in clutches of 2-3 children, referred to as hatchlings
- Hatchlings often get into play fights and injure each other, causing upsets as they don’t understand their own strength yet and regeneration can be frightening
- Hatchlings are also far weaker than adults in terms of exoskeleton and are more prone to needing longer molt times due to more regenerations needed
- Families often use strength as a measure of rank, with infighting being seen as a way of establishing who can make rules.
- Families do not end up getting large out of more traditional neuroths fearing their positions as leaders being threatened.
- Many neuroths leave their families when safely able to, and do not have close ties.
- Neuroths tend to lean more into casual relationships over committed ones, but those straying from traditional culture find that their psychic bonds with those close to them make for ideal situations with committed partners.
- ????
GENETICS
- Morphs are inspired by different kinds of predatory insect
- Mixed morph parents often take body plan traits from one of the parents, such as amount of arms and/or legs, leading to some neuroths having an atypical amount of arms/legs for their perceived primary morph. Antennae/horn shape can also vary, as well as tail or eye shape.
- First morph: Mantis
- Neuroth hybrids are incredibly rare, but those that exist typically take on the size and regenerative qualities of neuroths at minimum, even if inheriting the more standard anatomy of their other parent.
- Common horror mutations include size increase, claw growth, hunger increase, regenerative anomalies, extra core generation/splitting, psychic anomalies, mood instability, split regeneration
- ????
MORPHS
Mantis"????”????
- Inspired by praying mantises
- Petal-like carapace on shoulders
- Rounded antennae
- Head plating
- Large hands
- Two arms
- Two legs
- Large tail
Spider"????”????
- Inspired by spiders
- Exoskeleton sometimes covered in fur (but not always)- torso is kept bare
- Extra fur on neck/shoulders
- No antennae
- Ear-like horns
- Extra fur on head at times, not quite hair-like
- Four arms
- Four legs
- Large tail resembling spider abdomen
Beetle"????”????
- Inspired by beetles
- Cape-like shoulder carapace
- Helmet-like horns
- Rounded antennae
- Shell-covered wings
- Two arms
- Two legs
- No tail
Scorpion"????”????
- Inspired by scorpions
- Shoulder pad-like carapace
- Head plating
- Horn-like antennae
- Four arms- two with pincers, two with hands
- Four legs, claw tipped
- Stinger-tipped tail
Dragonfly"????”????
- Inspired by dragonflies
- Spiked shoulder carapace
- Head plating
- Curved antennae
- Two arms, spiked
- Two legs, spiked
- Wings
- Pointed tail
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] SHROUDS |
Posted by: skinstealer - 10-13-2020, 09:01 AM - Forum: [SPECIES DEVELOPMENT]
- No Replies
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SHROUDS [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in ????
- Created by ???? in [year]
- First morph: Glow
- ????
CULTURE
- Found across Morbit due to being a nomadic species, home zone is ????
- Frequently need to take extra care of their teeth due to them being exposed, daily regimens are required both for health and cosmetic reasons
- Wing “skeletons” are typically covered in cloth to emulate more standard bat wings- to leave the skeleton uncovered or under transparent fabric is considered overly revealing, provocative, and/or obscene.
- Garments with large sleeves are common goods marketed towards shrouds, and are considered typical fashion.
- Shrouds also cover their exposed teeth with bandanas, high collars, scarves, and other garments- to show one’s teeth is reserved as a threat or affectionate gesture.
- Shrouds sleep in beds.
- Anything that helps with navigation and tracking direction and where you’ve been is highly important to a traveling shroud, especially those that cross oceanic zones.
- Shroud education is typically handled within their communities, and is very rarely handled formally.
- Shrouds approach their young with a “it takes a village to raise a child” mentality.
- Shrouds have close knit communities placed in off the path areas, distanced away from larger cities/towns- but not so far away to be cut off from resources.
- Shroud housing consists of winding complexes, sometimes underground.
- Shrouds are inclined to look out for each others safety, have a strong sense of community, and travel in very large groups.
- Shrouds often travel along trade routes when exploring the world, sharing their wares with other zones and species.
- Shrouds are not exceptionally capable at physical combat, but do have some degree of eye-based attacks based on morph.
- Shrouds are particularly fond of gambling, especially with cards, dice, and other things that are easily carried around.
- Sports are also events that shrouds can get invested in easily, and having traveling members get wrapped up in local events is very frequent.
- Shrouds enjoy bundling up and wrapping their wings (when covered in cloth) around themselves and loved ones.
- ????
APPEARANCE
- Pointy shapes throughout
- Markings vary, but mainly take the form of solid shapes along the torso and wing/leg tips
- Voices consist of hisses and squeaks, with occasional screeching.
- No tails
- Hair is common, but not required
- Range from 5’0-7’0 for "normal" adult height range.
- Digitigrade legs
- Membrane-less “wings” with claw hands, typically covered with cloth to emulate more typical bat wings
- ????
BIOLOGY
- Shrouds have skeletons, muscles, nerves, organs, and blood.
- Sharp, exposed teeth
- Omnivorous diet
- Active energy levels, but in short bursts- things are typically done in a sort of “rush hour”
- Emoting often involves use of the ears and head tilting, especially in morphs where the eyes cannot be lidded or visibly closed
- Large ears
- Eyes are intensely varied based on morph, and are the trademark feature of the species aside from their wings- see morph section for variants
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Shrouds reproduce sexually, and have sexual dimorphism.
- Shrouds give live birth, and typically have one child, called a pup.
- Shroud families are very large, and stick together until their children are old enough to travel on their own.
- Families often have large, regular gatherings, and meet up with their estranged children when possible.
- Committed relationships tend to be preferred over casual relationships due to the closeness of their family setups, though casual relationships can be frequently seen in their nomadic travels.
- Those leaving their families often travel long distances, doing their best to keep in touch.
- ????
GENETICS
- Morphs vary based on different types of eye, with variance in body features remaining minimal outside of a few exceptions.
- Mixed morph children typically take one kind of morph’s eye type, though some strange mixtures have been noted.
- First morph: Glow
- Shroud hybrids often have the trademark eyes and exposed teeth, with wing skeletons being less frequent.
- Shrouds are also inspired by bats to a degree, and individuals can take inspiration from bat species.
- Common mutations include size increase, teeth growth, extra eyes (in atypical places), tail growth, wing growth, hunger increase, ear growth, insomnia, blood drinking tendencies, membrane growth
- ????
MORPHS
Glow"????”????
- Morph featuring glowing eyes of varying colors
- Pointy wing “skeleton”
- Capable of temporarily blinding attackers with eyes
- Pointy ears
Flame"????”????
- Morph featuring flaming eyes of varying colors
- Pointy wing “skeleton”
- Capable of shooting flame from eyes
- Pointy ears
Headlight"????”????
- Morph featuring headlight-like eyes, capable of casting beams of light onto surfaces if desired
- Pointy wing “skeleton”
- Capable of permanently blinding attackers with eyes
- Shorter ears
Seraph"????”????
- Morph featuring wings in the place of eyes
- Morph can still see, though it is unclear how
- Blunt edged wing “skeleton”
- Capable of sprouting more wings if one is torn off
- Capable of growing wings in attackers’ eyes
- Tendency towards rounder edged ears
Mirror "????” ????
- Morph featuring mirrored eyes
- Capable of inducing severe hallucinations in attackers with their eyes
- Pointy wing “skeleton”
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] GUMMI CATFISH] |
Posted by: skinstealer - 10-12-2020, 08:11 AM - Forum: [SPECIES DEVELOPMENT]
- No Replies
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GUMMI CATFISH [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in [ocean zone near Luxson Cluster]
- Created by ???? in [year]
- First morph: Tasty Treat
- ????
CULTURE
- Found almost exclusively in the seas around the Luxson Cluster, though some have managed to immigrate to other oceanic zones (and some terrestrial ones.)
- Over-development of candy shell is frequent in sickly gummi catfish, which while completely harmless towards their long term health, can be irritating and considered a cosmetic defect.
- Another condition possibly afflicting gummi catfish is sugar barnacles latching onto their bodies, sapping their energy in small amounts.
- Due to their relatively weak bodies and lack of natural defenses (aside from sharp teeth), gummi catfish have adapted by both living around stronger members of other sapient species willing to protect them from predatory species and fauna and picking up weaponry when exploring the open ocean.
- Some gummi catfish choose to live on land in the Luxson Cluster itself, capable of breathing air just as much as any other terrestrial species- but they do need regular access to sea water to stay healthy!
- ????
APPEARANCE
- Round, gummy-like shapes
- Markings rare, akin to poured gummy gradients if present (think gummi worms)
- Voices are composed of garbled, high pitched babbles
- Paw pads are present
- Tails are typically fin-shaped
- Hair does not naturally occur, though modding can happen
- No legs, mermaid-like in body plan
- Long arms ending in large paws
- ????
BIOLOGY
- No skeletons, muscles, nerves, organs, or blood- solid gummi material.
- Hard candy shells can sometimes grow on top of the gummi catfish skin, and can be removed to no adverse effects. Candy “pearls” can also grow within the gummi catfish and can be safely removed, with any empty space left behind filling in within a few weeks.
- Sharp teeth
- Sugar-based diet
- Average energy levels
- Gummi catfish often dart around in the water to express emotion, using full body gestures (particularly with the paws) to emote.
- Solid, cat-like ears
- Black eyes
- Sugar coated gummi texture- does not dissolve in water.
- Prone to playing with trinkets and baubles floating by, easily distracted- sometimes leaving them prone to attacks from more predatory species (both fauna and sapient)
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Gummi catfish reproduce sexually and have minimal sexual dimorphism.
- Gummi catfish lay eggs in clutches of 3-5, and refer to their children as gummi guppies.
- Gummi guppies are kept close to their parents if possible, watching for potential sea predators. They are particularly vulnerable in this stage of their lives and prone to injury, easily bitten or cut into.
- Gummi catfish live in family groups referred to as “schools”, with groups of parents taking care of their young together, alongside with family friends and community members.
- Schools typically consist of 2-3 family groups, along with a handful of family friends/community members.
- Gummi catfish value casual relationships more than committed relationships, partially due to the fact that their lives are so commonly at risk- to lose a casual partner to a predator is potentially less devastating than a committed one in some gummi catfishes’ eyes.
- Leaving a school is often considered cause for worry due to the dangers of the open ocean, and is best considered when there’s a solid plan on the table.
- ????
GENETICS
- Morphs are inspired by different types of gummy candy and aquatic life.
- Mixed morph children often have candy traits mixed from their parents, such as a sour stinger’s tentacles or a peppermint patty’s thick, stubby fins.
- First morph: Tasty Treat
- Gummi catfish do not often have hybrid children with other species, but in the rare occasion that they do occur, some amount of their anatomy typically manifests as gummy candy, something that can lead to illness or death.
- Common horror mutations include size increase, hunger increase, teeth growth, excess pearl/shell growth, carnivorous diet, bioluminescence, candy toxicity, claw growth, mood instability
- ????
MORPHS
Disclaimer: All morph images are old, and designs are planned to be revamped.Tasty Treat"????”????
- Based on gummies and sharks
- Fin-shaped tail
- Big paws
- Sharp teeth
Sour Stinger"????”????
- Based on sour belts and jellyfish
- Gummi bell head, body and arms/paws
- Sour belt stingers
Peppermint Patty"????”????
- Based on spearmint leaf gummies and sunfishes
- Thick, stout bodies
- Ribbed fins
- Thick paws
Mini Morsel"????”????
- Based on gummies and remoras
- Creme gummi on top half
- Smaller paws
- Fin shaped tail
Chewy Chunk"????”????
- Based on gummies and whales
- Very large size
- Large paws
- Small ears
- Fin shaped tail
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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Crankshaft/Masa Specials and More |
Posted by: ThreadLurkingComorant - 10-10-2020, 10:01 PM - Forum: [OFFICIAL PROJECTS]
- Replies (16)
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Where Crankshaft/Masa Specials (Usually Seasonal) and side stories that don't fit the one shot format will be dumped.
Table Of Contents:
- Crankshaft Halloween/Darkest Night Special 2020 > Part 1: Two Moody Witches. (Released 10/10/2020) > Part 2: They're Shoujo Dancing (Released 10/16/2020) > Part 3: The Pre-Show (10/26/2020) > Part 4: Darkest Night (Released 10/27/2020) > Epilogue (Released 11/2/2020)
-Crankshaft Winter Special 2020/2021 > Part 1: The Snow 11/25/20 > Part 2: Winter Witch Gathering 12/8/20 > Part 3: The Lost Rabbit 1/11/21 > Part 4: Reality Settles 2/10/21 > Part 5: The Search (Unreleased) > Part 6: Everyone Dies (Unreleased)
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[SPECIES DEVELOPMENT] PINITELLES |
Posted by: skinstealer - 10-10-2020, 05:43 AM - Forum: [SPECIES DEVELOPMENT]
- Replies (2)
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PINITELLE [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in ????
- Created by ???? in [year]
- First morph: Horse
- ????
CULTURE
- Pinitelles are a primarily nomadic species that spend the majority of their time traveling and trading around the island clusters of southeast Morbit, though they can be found in regions all around the world.
- Pinitelles are prone to shedding when sick, though the “fabric” wrapper and ruffles on their body do grow back fairly quickly.
- Due to their ability to both shatter easily with significant force and heal just as easily and quickly, pinitelles tend to have a much more lackadaisical attitude towards injury, and are less bothered by it than most species.
- Nomadic pinitelles travel in groups on large ships, typically pirate-like in nature, though definitely upgraded for the modern day.
- Rival pinitelle crews often get into duels, though sinking each others’ ships and taking actual lives is considered highly taboo, and many duels are satisfactorily ended with the temporary removal of a limb or two. Attacking the head is equally taboo, and is to be avoided at all costs outside of incredibly serious disputes.
- Common weapons among dueling nomadic pinitelles are typically blunt, bashing weapons meant to help shatter their hard candy shells-usually bat, hammer, or mace-like in nature.
- Traditionally, pinitelles enjoy sleeping in hammocks with heavy pillows and blankets, enough to cushion their candy shells and protect them from impacts.
- Nomadic pinitelles are trained by their crews in whatever knowledge is deemed relevant, and many pick up knowledge from wherever they stop by on their travels. Stationary pinitelles typically pick up on whatever systems are the standard for the region/zone.
- Pinitelles, for the most part, have grown used to living in fairly cramped housing due to living on boats for the majority of their existence, though some do prefer a life on land.
- Pinitelles are surprisingly effective in combat, though they prefer to fight each other than other species for a myriad of other reasons. Other species are less likely to follow their dueling code and potentially go for more permanent injuries, and it’s harder for a pinitelle to gauge how much damage anything will do to a species that isn’t made of candy- for better or for worse.
- Pinitelles enjoy sharing stories of their travels with each other and other people they come across, and generally have something interesting to say if landing at port.
- ????
APPEARANCE
- Ruffled “fabric” layers on thick bodies
- Markings generally not very present aside from different colored ruffles, outside of the alibrije morph (which often times has Many patterns)
- Voices consist of honks, squeaks, and whistles.
- No paw pads
- No tails, aside from dragon morphs
- Often have hair, though this takes the form of extra fabric ruffles
- Range from 4’6-6’6 for "normal" adult height range.
- Thick arms/hands
- Thick plantigrade legs
- ????
BIOLOGY
- Pinitelles do not have skeletons, muscles, nerves, organs, or blood.
- Composed primarily of a candy-like substance of varying consistencies and qualities- some examples resembling taffy, liquid, creme filling, whipped cream, frosting, melted sprinkles, gummi candy, gel, or gum. This “candy” is technically organic and heals/regenerates if removed from the body, and hurts to remove/bleed out- though some materials are solid, and will not bleed.
- Internal candy is kept within a thick, equally organic, “hard candy” shell that shatters evenly when hit with significant force. This candy shell becomes sticky when significantly wet, and can be stuck back together when broken. This shell heals incredibly fast, and most broken limbs can be reattached within an hour if held in place.
- The hard candy shell is covered in a deceptively organic, hydrophobic “fabric” wrapper that is as capable of healing as the rest of the pinitelle’s body. On top of the initial layer are layered fabric ruffles, which will grow out over time if not trimmed. These keep the hard candy layer from getting sticky.
- Most pinitelle morphs have blunt, square teeth.
- Pinitelles eat primarily candy and desserts, though they are capable of eating most other foods with minimal nutritional value.
- Average energy levels
- A pinitelle shaking their ruffles is often seen as either a flirtatious or a threatening gesture based on context.
- Hitting the head in combat is to be avoided at all costs- while a pinitelle can hypothetically survive without their head, breaking or losing access to their eyes, mouth, mouth or nose can lead to partial or full loss of sensory function. This is considered forbidden conduct in duels between pinitelles, and is typically only ever seen in cases of extreme dispute or combat between a pinitelle and another species.
- Pinitelles are capable of hearing even without a head, though no one is sure how or why. This does not extend to sight, scent, or speech, however.
- Pinitelles typically have white sclera with pupils of varying shapes, with no limit as to what those shapes may be.
- Pinitelle noses squeak when squeezed.
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Pinitelles reproduce sexually, and have minimal sexual dimorphism.
- Pinitelles give live birth and typically have 1 child at a time, referred to as a calf.
- Pinitelle calves are extremely fragile for the first 5 years of their lives, and are typically either left on shore with trusted family members or taught the ropes of nomadic life quickly while being protected by the entire crew.
- Pinitelles value casual and committed relationships equally.
- Leaving a crew is considered a large event, and requires much fanfare in terms of positive event, and much melancholy in terms of a negative one.
- ????
GENETICS
- Morphs are inspired by different kinds of pinata and sculpture.
- Mixed morph children often have a blend of facial and horn shapes.
- First morph: Horse
- Pinitelle hybrids often have some degree of candy innards (sometimes leading to illness/death if this forms in a way that is particularly incompatible), fabric ruffles, large hands, and/or horns.
- Common horror mutations include carnivorous diets, hunger increase, size increase, extra eyes, claw growth, mood instability, teeth growth, candy poisoning, shell melting, fabric overgrowth/shedding
- ????
MORPHS
Horse"????”????
- Inspired by horse pinatas
- Thick, chunky hands
- Ear-like horns
- Round noses
Bull"????”????
- Inspired by bull pinatas
- Thick, chunky hands
- Longer horns
- Small noses, often w/ nose rings
Star"????”????
- Inspired by star pinatas
- Clawed hands
- Many long horns
- Muzzles with defined nozes
Alibrije"????”????
- Inspired by wooden alibrije sculptures
- Thick, chunky hands
- Exposed candy shell that resembles wood carvings, hydrophobic to avoid unwanted stickiness
- Thick horns
- Thick noses
- Larger than usual
Dragon "????” ????
- Inspired by dragon pinatas
- Clawed hands
- Curved horns
- Long tails
- Wings
- Larger than usual
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] FALLOW'S CONSTRUCTS |
Posted by: skinstealer - 10-10-2020, 03:16 AM - Forum: [SPECIES DEVELOPMENT]
- No Replies
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FALLOW’S CONSTRUCT [CW: mass death] ORIGIN
- Originated in Fallow’s Island
- Created by centinels in [year], under Fallow’s instruction
- First morph: Unknown
- ????
CULTURE
- Very few Fallow’s Constructs remain post-Luxson Horror Plague, and most were destroyed or mutated during the plague itself. Those that remain either stay in the existing Fallow’s Island settlements or scatter themselves around Luxson, with very few remaining in Monte or other regions.
- Those who live outside of Fallow’s Island tend to create gardens where they can grow their own materials, often making gardens where they can both heal their own bodies if injured and provide supplies to centinels and other species that need them.
- Fallow’s Constructs are heavily associated with Fallow despite not being directly created by it, and are considered a holy species with heavy religious imagery and impact.
- Fallow’s Constructs primarily worship Fallow or no god at all, with some worshiping XXI. Very few worship Stope, Anne, or gods outside of the Luxson Cluster pantheon.
- Fallow’s Constructs are susceptible to diseases that affect the materials they can be composed of, as well as any conditions or symptoms that can affect the wellbeing of scraps (rare, but possible). Aside from this, they are not prone to physical illness, and were often seen as protectors and caretakers for the other Fallow’s Island species.
- Fallow’s Constructs are just as susceptible to psychological conditions as any other species, however, and after the Luxson Horror Plague, many show signs of traumatic symptoms.
- Fallow’s Constructs older than 20 years old tend to show battle damage from the Luxson Horror Plague, and have sometimes had parts of their bodies replaced or repaired since.
- Mutated Fallow’s Constructs are particularly rare due to their resistance to horror mutation, but are particularly psychologically devastated by it due to its potential effects on their ability to create their primary materials. Any material within their bodies aside from bone and stone are susceptible to individual horror mutation, and if the primary material is mutated, any of the material they create will be mutated as well, often making any supplies or tools they create for others useless, if not outright dangerous. This is culturally seen as something to grieve, and many affected in this way post-plague find themselves self-isolating.
- Having soil from Fallow’s Island available is crucial for Fallow’s Constructs, because without it, they are unable to create the materials that compose their bodies, and thus are unable to repair themselves or help other species make tools and supplies.
- Having samples of their materials on their person is very common for Fallow’s Constructs, and they are able to keep even the most fragile plants alive without sustenance or water simply by proximity alone.
- Many particularly religious Fallow’s Constructs also carry some form of bones on their person due to the motif connection to Fallow, though these are often fashioned into jewelry, accessories, or scrap-mounted tools.
- Jewelry is very common for more traditional Fallow’s Constructs, though cut gemstones are less frequent than things like creatures preserved in amber, tiny bones/teeth, preserved flowers, simple polished stones/gemstones, etc.
- Traditional Fallow’s Construct fashion involves flowy cloth and sashes, with transparent fabric being especially valued. Allowing the skeleton or body to show through their clothing was not considered indecent in traditional culture, though with modern times, they’re at least expected to cover up a bit.
- Fallow’s Constructs prefer sleeping next to other partners, and enjoy the security of having companions at night. These do not inherently need to be the same species, and traditionally, these constructs would rest alongside the centinels that created and cared for them.
- Fallow’s Constructs typically got their education through traditional Fallow’s Island community classes or direct teaching from Fallow itself, and are often uncomfortable in formal learning settings.
- While Fallow’s Constructs are perfectly suited for living outside, they do enjoy living inside with other species, so long as adequate soil is provided in containers for them to create their materials. They are fairly adaptable aside from this, and can adjust to more urban life off of the island (albeit a bit awkwardly) so long as a significantly sized planter with soil from Fallow’s Island is provided and allowed.
- Fallow’s Constructs find great joy in whistling and singing, and find that it comforts them in times of stress. Many songs have been lost with the majority of their population lost, and many of those that still live try to preserve what’s left.
- Fallow’s Constructs are surprisingly good in combat, especially when able to use their abilities to create their materials inside/around an opponent- as long as they have Fallow’s Island soil at their disposal, they can convert it into the main material they are made of, no matter where said soil is placed. Their bodies are deceptively strong and easy to repair as long as they have access to soil, and many chose to stay and fight the horrors and terrors during the Luxson Horror Plague instead of evacuate.
- Fallow’s Constructs enjoyed natural sculpture, often helping work flora and stone into the architecture of the island.
- ????
APPEARANCE
- Fallow’s Constructs come in all kinds of shapes and sizes, and have very little in the way of consistent shapes outside of their specific morphs
- Markings depend on their primary materials
- Voices resemble instruments, and vary based on their scrap cores
- Range from 6’0-8’0 for "normal" adult height range.
- ????
BIOLOGY
- Fallow’s Constructs tend to have skeletons (outside of some fungi and stone morphs), but lack muscles, nerves, organs, and blood.
- Blunt teeth/molars
- Primarily herbivorous
- Average energy levels, though these spike during the new/full moon cycles
- Fallow’s Construct body language can be hard to ready by other species due to their tendencies to stay stiller than most, sometimes camouflaging them in more natural environments. When expressing physically, they do tend to use their whole body, and tend to change their entire pose in fluid motions.
- Ears are uncommon as a feature, but do tend to be pointed if prominent
- Eyes are simple, black, and dot-like
- Features heavily depend on morph and how the individual was crafted
- Fallow’s Constructs enjoy spending time in both direct sun and moonlight
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Fallow’s Constructs are made skeleton-first, and then animated via scrap cores constructed by witches trained with Fallow’s teachings. These cores consist of scraps taken via tools created with the intent of taking particularly strong scraps.
- Fallow’s Constructs typically do not view the people who created them as parental figures, though some do view them as familial- it depends on an individualized basis, and others find themselves in deep relationships (romantic, platonic or otherwise) with their creators due to the innate bond one has with sharing a part of their soul with someone (for better or for worse).
- Fallow’s Constructs do not particularly view casual relationships as any better or worse than committed relationships, but do traditionally tend to gravitate towards having multiple at once.
- ????
GENETICS
- Morphs are inspired by different kinds of natural material.
- Hybrids do not exist, though it is possible to craft one with an appearance inspired by an existing species.
- Common mutations include size increase, overgrowth, hunger increase, carnivorous/omnivorous diets, horrification of plant matter, extra eyes, claw growth, teeth sharpening, scrap corruption
- ????
MORPHS
Fungi "????” ????
- Created primarily using specific kinds of fungi found on Fallow’s Island and scrap cores
- Mushroom cap heads are typical
- Bodies and heads are typically made of mushroom material, arms and legs can be made of any kind of skeleton and held together with vines/foliage- though as with all Fallow’s Constructs, this varies, and some are made entirely of mushroom material.
- Any kind of mushroom/fungus found on Fallow’s Island is viable, and there is no one configuration for how they can look
- Capable of growing fungus similar to that they’re made out of
Stone "????” ????
- Created primarily using specific kinds of stone found on Fallow’s Island and scrap cores
- Seemingly held together through magical forces, very rarely held together with vines or foliage
- Sometimes covered in moss/foliage
- Slow moving
- Capable of creating rocks similar to that they’re made out of
Foliage "????” ????
- Created primarily using specific kinds of plants found on Fallow’s Island and scrap cores
- One of the most varied forms of Fallow’s Construct, primarily made out of any kind of foliage found on the island
- Typically made out of bushes, ferns or vines, sometimes on a stone, bone, or wooden skeleton (but not always)
- Capable of growing foliage similar to that they’re made out of
Wood "????” ????
- Created primarily using specific kinds of wood found on Fallow’s Island and scrap cores
- Primarily made out of wood, though moss, floral, and foliage accents are common
- Often resemble living trees
- Surprisingly quick moving
- Capable of growing trees and saplings similar to the wood they’re made out of
Floral "????” ????
- Created primarily using specific kinds of flowers found on Fallow’s Island and scrap cores
- Bone/wood/stone skeleton covered in flowers to the point where they’re often assumed to be made entirely out of them, though some have skeleton exposed
- Fastest and most agile of the constructs
- Sharp teeth
- Capable of growing flowers similar to that they’re made out of
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] COMBERS |
Posted by: skinstealer - 10-09-2020, 11:27 PM - Forum: [SPECIES DEVELOPMENT]
- No Replies
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COMBERS [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in Fallow’s Island
- Created by Fallow in [year]
- First morph: Adventurer
- ????
CULTURE
- Primarily found in Luxson, though some remain in Fallow’s Island post-Horror Plague. A significant amount of combers can be found in Monte, and have distributed to non-Luxson Cluster regions readily and in significant numbers.
- Associated with Fallow on first impression, though combers are far less readily tied to it as the other species native to its island. They are more prone to wandering and considering themselves less tied down to any one god, though some do keep to the island’s traditions.
- Highest number of worshipers is still for Fallow, though Anne came close second before her disappearance. Those numbers have dwindled severely since, and now XXI and Stope make up the middling numbers. Other worship numbers depend on region.
- Due to mass exposure to horror during the Luxson Horror Plague, a large portion of the comber population native to the Luxson Cluster has horror-related conditions and/or mutations, though these are often managed with medications and other treatments.
- Combers 40 years or older living in the Luxson Cluster have a higher chance of having damaged wings, battle scars/injuries, and/or prosthetics from the Luxson Horror Plague. Most combers avoided fighting on the field due to their fragility compared to centinels and masques, but any comber over 20 years old in the Cluster is still likely to have some physical or psychological impact from the plague.
- Combers are easily susceptible to overwork-related conditions due to their tendencies to overfocus on tasks and goals. This tendency resulted from Fallow’s intent of creating a species that could help keep its society more structured, only to have it backfire when not managed by sufficient social and health programs. Unfortunately, the majority of those in Fallow’s Island fell when the plague hit, though Luxson is trying to pick up the slack.
- Combers in zones outside of Luxson or Fallow’s Island are especially prone to mental health issues if not given specialized care for their overwork and focus tendencies.
- Combers were designed with a fantasy theme in mind for their morphs, and many choose to embrace that- comber goods are often designed with those kind of motifs in mind, and can look “magical” even if meant for completely normal, everyday use. These are often mistaken for scrap tools by the unfamiliar, and some comber-oriented merchandisers are often accused of scamming the market.
- Combers prefer enclosed sleeping situations, with canopies and capsule-hotel style beds being common modern solutions.
- Comber blood is considered extremely valuable both to combers for its cultural value, and other species that consider it a delicacy. See biology section for more information.
- Combers often create capes for other species inspired by their wing shapes and patterns, and make a killing off of them.
- Comber culture preferred either classical Fallow’s Island group classes or formal education for their young when available under Anne’s rule, but since the Horror Plague, many in the Luxson Cluster have had to adjust to the apprenticeship system XXI promotes.
- Combers, like other Fallow’s Island species, often prefer to live in housing with other people, but unlike other Fallow’s Island species, do not necessarily need large amounts of space to themselves, and are fine with small apartments or even aforementioned capsule hotel style living if accommodations are nice enough.
- Fashion made for other species typically has to be modified to fit a comber’s wings and second pair of arms.
- Combers are completely capable of flight, and are free to do so on Fallow’s Island- doing so in other zones can cause distress and confusion to those around them, so many avoid it or keep such activity to themselves.
- Combers are not particularly skilled in combat on an inherent level, though some morphs have horns, claws, and/or spikes. When forced to fight, combers will either use aforementioned features if present or their teeth, or, more likely, use a weapon or fly away.
- The comber tendency to focus on completing tasks makes video games with easily completed objectives a particularly compelling draw, for better or for worse. It can be an extremely satisfying way for combers to spend time and relieve stress, but can equally absorb time and take away from the rest of their lives.
- Traditional comber entertainment involves puzzles and riddles, things that engage the mind and attention. These range from simple games for fun to complex brain teasers that take weeks to unravel, and while they don’t suit every comber’s taste, many find them particularly engaging and a good way to ease the focus tendencies.
- ????
APPEARANCE
- Body shapes vary based on morph
- Fur shapes depend on morph, with some having rounded, soft fluff and others having rougher fur.
- Markings vary, but typically involve bands of some sort
- Voice consists of beeping and buzzing
- No paw pads
- Tails are banded and tipped in some way, typically with some kind of tuft or spiked stinger
- Hair is uncommon, but can occur
- Range from 3’6-5’6 for "normal" adult height range, though some morphs do skew larger.
- Four arms
- Digitigrade legs
- ????
BIOLOGY
- Combers have skeletons, muscles, nerves, and organs.
- Comber blood is thick and honey-like in consistency and color, and is often considered culturally important by combers themselves, and a delicacy by other species. This blood hardens when left outside of the body, leading many combers to let it sit in molds and form a sort of candy, meant to be used as gifts or currency in olden days. This blood naturally oozes from the body with no harm necessary during the full and new moon cycles, typically from the tips of their tails and antennae.
- Sharp teeth
- Mainly omnivorous, though they particularly enjoy nectar and sap from plants
- Average energy levels
- Heavy use of antennae and tail gesturing in emoting, along with use of the hands
- Large eyes with (typically) black pupils
- Wings are fragile and can be torn
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Lifespan of 100 years, reach maturity at 18-20 years old.
- Reproduce sexually and have minimal sexual dimorphism
- Lay eggs in clutches of 3-5 at a time
- Children are known as kids, and resemble caterpillars until they hit a period of adolescence (typically around 13 years old), at which point they form a cocoon and go dormant for up to a year before emerging as a comber. They are still considered children until age 18, however.
- Comber kids are prone to accidents with flying until their wings fully develop, and require special instruction.
- Orphaned comber kids are in great danger due to their vulnerable dormancy period, making rehoming them (even with other species) a necessity for survival
- Proper nutrition and safety is required for a comber kid to cocoon, and those who don’t either evolve into [undeveloped morph] or die
- Comber families often incorporate members of other species, and can get quite large. Blood ties are typically not necessary, and extended, chosen family is common.
- Casual and committed relationships are equally valued, but committed relationships are more frequent (likely due to the focus tendency.)
- Leaving the family is considered a decision to be taken very seriously, but is encouraged as long as a plan is made by adulthood/late teens.
- ????
GENETICS
- Morphs are inspired by types of bees and fantasy creatures.
- Mixed morph children often take blended traits in the form of antennae shape, eye shape, tail length/thickness, and wing thickness.
- First morph: Adventurer
- Comber hybrids typically have the potential to take on on wings, manes, banded markings, honey blood, and/or antennae.
- Common comber mutation include claw/teeth growth, antennae growth, spike growth, stinger growth, honey blood becoming toxic, focus tendency becoming worse/more intense, mood instability, hunger increase, size increase, and extra tails.
- ????
MORPHS
Adventurer"????”????
- Based on honey bees and fantasy protagonists
- Curved antennae with fluffy tufts
- Rounded fluff
- Tufted tail
- Rounded wings
- Large mane/chest fluff
- Associated with Fallow’s Island
Challenger"????”????
- Based on wasps and dragons
- Horn-like antennae with rough fluff tufts
- Rough fluff
- Bat-like wings
- Spiked tail
- Large mane/chest fluff
- Scales on carapace
- Claws
- Occasional spikes
- Associated with Fallow’s Island
Keeper "????” ????
- Based on bumblebees and cerberi
- Three heads
- Heads do not inherently share or have different consciousnesses, and levels of plurality vary
- Associated with Luxson
Messenger "????” ????
- Based on hornets and unicorns
- Singular horn
- Claws
- Heraldic-style tail
- Associated with Monte
Riddler "????” ????
- Based on leafcutter bees and sphinxes
- Feathery wings
- Tufted tail
- Large mane/chest fluff
- Associated with Fallow’s Island
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] CENTINELS |
Posted by: skinstealer - 10-09-2020, 08:15 AM - Forum: [SPECIES DEVELOPMENT]
- Replies (1)
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CENTINEL [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in Fallow’s Island
- Created by Fallow in [year]
- First morph: Steed
- ????
CULTURE
- Found primarily in Luxson, though a significant population remains on Fallow’s Island post-Horror Plague. Low numbers in Monte, population varies in non-Luxson Cluster areas.
- Associated with Fallow primarily, though in modern day there’s more than a bit of association with XXI as well
- High number of Fallow worshipers, moderate number of XXI worshipers, low number of Stope and Anne worshipers, other gods vary by region
- Unlike some Earth ungulates, centinels are not prone to serious injury or death if any of their legs are broken- though it is incredibly inconvenient and considered one of the most serious injuries to receive
- Due to their involvement in the Luxson Horror Plague, many centinels older than 40 years old display battle injuries or require prosthetics of some kind. Centinels 20 years and older may still display injuries, but were less likely to have actively taken part in combat.
- Due to mass exposure to horror during the Horror Plague, centinels native to the Luxson Cluster often show signs of mutation in their bloodlines- thankfully, centinels are more resistant to mutation than most other species, and the majority of symptoms manifest in overall strength gain, an inclination towards a more omnivorous diet and growth of sharp teeth to accommodate. Some centinels do not develop symptoms at all beyond the typical development of mood instability and hunger increase, and centinel terrors were (thankfully) rare. Extreme horror mutations can occur, however, and were considered some of the most deadly to emerge from the plague.
- Furniture has to be developed specifically for centinels’ taur body plans, including cushioned floor mats in lieu of chairs, larger showers with extendable showerheads, and similar goods meant to better suit their needs.
- Due to the centinels’ lack of thumbs, goods have to be made with their hooves (or flippers) in mind- these hooves are capable of attaching to objects made with certain materials via a form of psychic attraction, though only one material can be consciously selected at a time.
- Centinels are innately aware of materials they can attract, and are taught how to recognize them psychically from a young age.
- Most materials that a centinel can attach to can be found on Fallow’s Island, and tools geared towards specifically them are often exported from there- though compatible materials can be located all over Morbit, just in less frequent quantities.
- All materials that centinels can attach to are renewable, even those that appear otherwise, such as specific kinds of rocks and metals- Fallow’s Constructs are capable of producing any of these materials along with them growing naturally on the island (and in some other Morbitian locations), and culturally it is tradition for centinels to protect, care for, and help build these constructs.
- Centinels can sleep standing up, but prefer to sleep laying down if feeling safe and comfortable, and do so in large communal beds if given the space and accommodations to have them.
- More traditional centinel culture values weaponry and tools, particularly that used for hunting and gathering.
- While centinels do not eat meat themselves, it is customary on Fallow’s Island for them to help the carnivorous and omnivorous members keep themselves healthy and fed, and often help with hunting meat animals
- Centinels often need help grooming themselves and enlist friends, partners and family members to help brush and clean themselves- this is considered completely socially acceptable, and a good bonding activity
- Education for centinels typically follows that of either the Luxson apprenticeship program or traditional Fallow’s Island community classes, with very few enrolled in private or public schooling outside of places like Monte or zones outside of the Cluster
- Centinels are highly social, and prefer living in housing situations with other people. Due to this and their large size, preferred centinel housing can be rather large, and finding suitable (and affordable) housing in places outside of the Luxson Cluster can be extremely difficult
- If possible, centinels prefer access to some natural outdoor environments to run around in, though some are fine with urban environments, and are satisfied to go on regular walks along sidewalks and city streets.
- Centinels do not particularly enjoy being ridden outside of close companions, family members and partners, but many will allow it in times of trouble.
- A centinel’s patterns are considered personally important to them, and changing them with dyes or more permanent procedures is considered a serious decision
- Centinels are extremely capable in combat despite being herbivores due to their psychic abilities, often using carefully placed spears, blades, or in modern times, bullets, made of materials they can pull towards themselves to skewer, slice or pierce their enemies. While hovering a compatible object takes an immense amount of concentration, it is possible, and allows a centinel to do damage to an opponent without touching them at all directly.
- Kicks and blows from a centinel’s hooves are enough to cause concussion and serious damage, and their teeth, while typically blunted and meant for grazing, can still cause injury.
- Centinels traditionally enjoy sharing the company of friends, partners and family, regardless of species or blood ties. Traditional entertainment is less attributed to any one medium so much as shared experiences, and many stories aimed at centinel demographics focus on the power of friendship and group adventures.
- ????
APPEARANCE
- Centaur-like in shape, four legs and a humanoid upper half
- Unmoving plaid-style patterns, typically either on the mane/tail, wool, and/or body markings
- Wide variety of color palettes, no limitation on colors
- Voices resemble noises of their morph
- Most morphs have manes in lieu of hair
- Most morphs can grow facial hair, typically in the same texture of mane/wool
- All morphs have tails, though style varies
- Height ranges vary extremely based on morph, see individual morph details
- ????
BIOLOGY
- Centinels have skeletons, muscles, nerves, organs, and blood.
- Most centinels have blunt, square teeth- seafarer morphs have baleen instead.
- Herbivorous naturally, though many are omnivorous leaning due to horror mutation. Seafarer morph centinels subsist primarily on krill.
- High energy levels, regular physical activity recommended.
- Centinels often emote with their entire body, and emotions can be frequently conveyed using flicks of their ears and tails and tossing of their heads.
- Simple ears.
- Simple, black eyes.
- No thumbs, though centinels are perfectly capable of picking up most objects and tools providing they are made of a material compatible with their psychic abilities. Special (removable) horseshoes are made to help make any objects grippable, and can help function as more precise hands.
- Due to their ability to attach any of their hooves to surfaces their psychic abilities are compatible with, centinels are capable of scaling even vertical surfaces so long as the material is suitable and their abilities are strong enough.
- Psychic abilities can be strengthened with use, and some say that centinels are particularly powerful as scrap users.
- Centinels are particularly easy to startle if in unfamiliar environments and/or tense situations.
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Lifespan of 120 years, reach maturity at 18-20 years old.
- Centinels reproduce sexually, but have no sexual dimorphism. All centinels are capable of the same reproductive abilities and breast tissue is present in all members of the species to varying degrees, with no bearing on sex.
- Centinels have a strange reproductive process that culminates in the external formation of an egg, with no limit as to how many parents contributed. These eggs are not limited in clutch size, though it is tradition to only raise one eggs max at a time per parent, to avoid any offspring being neglected.
- These children are referred to as calves, and hatch after a half year incubation process.
- Centinel calves are very wobbly on their feet and difficult to keep track of if left unattended, and are prone to getting into sticky situations (sometimes literally) with their growing psychic abilities.
- Centinel families are quite large and are often structured with no regards to species or blood ties, with people coming and going as needed.
- Calves living in traditional communities often have many people they consider “parents” or parent-adjacent, even if not related to them by blood
- Casual and committed relationships are both valued highly by centinel culture, but polyamory tends to skew more commonly than monogamy.
- Centinels are free to leave the family whenever they wish, though doing so before reaching adulthood is frowned upon without going with someone trusted and more experienced.
- ????
GENETICS
- Centinel morphs are inspired by different kinds of ungulates, including cetaceans.
- Centinels with mixed morph parents often have mixes of mane/tail styles, or take hoof style from one of their parents. Due to more than two parents being a very real possibility, many centinels can have traits from many different morphs simultaneously, within one generation.
- First morph: Steer
- True half and half hybrids are incredibly rare due to the infrequency of only having two parents for a centinel, but reproducing with other species is possible, albeit through unconventional methods. Due to the fact that there is no limit on parentage, it is possible to have multiple parents of non-centinel species contribute their genes as well, though the less centinel genes there are to contribute, the less chance of successful egg formation there will be.
- Centinel hybrids tend to inherit the taur body plan and unmoving-plaid patterns, along with limb styles from any other species involved. It is most frequent for a centinel hybrid to resemble a taur-version of the other species in question, though ungulate-like traits can often sneak in.
- Common horror mutations for centinels include size increase, hunger increase, mood instability, restlessness, teeth growth/sharpening, mane/tail growth, an omnivorous diet, and muscle growth. More extreme conditions include psychic abnormalities, vivid hallucinations, and the ability to psychically manipulate bone/flesh- these are extremely rare, and terrors exhibiting these symptoms are to be exterminated on sight in Fallow’s Island communities.
- ????
MORPHS
Steed"????”????
- Based on horses
- "Normal" adult height ranges from 7'6-9'6
- Manes + tails
- Fairly thick legs
- Solid hooves
- Unmoving plaid typically on manes/tails, uncommonly on markings
- Associated with Fallow’s Island
Shear"????”????
- Based on alpacas/sheep
- "Normal" adult height ranges from 4'6-6'6
- Wool covered
- Tapered legs
- Solid hooves
- Unmoving plaid on wool
- Prominent eyelashes often present (but not always)
- Associated with Taverne
Steer"????”????
- Based on cows
- "Normal" adult height ranges from 6'6-8'6
- Mane + tail
- Thick legs
- Solid hooves
- Unmoving plaid on markings
- Associated with Luxson
Swine"????”????
- Based on pigs
- "Normal" adult height ranges from 4'0-6'0
- Curly mane + tail
- Thick legs
- Cloven hooves
- Unmoving plaid on markings/mane
- Associated with Luxson
-
Stag"????”????
- Based on deer
- "Normal" adult height ranges from 6'0-8'0
- Antlers
- Mane + tail
- Tapered legs
- Solid hooves
- Unmoving plaid on markings
- Associated with Monte
Stilt"????”????
- Based on giraffes
- "Normal" adult height ranges from 10'0-12'0
- Horns
- Mane + tail
- Tapered legs
- Solid hooves
- Unmoving plaid on markings
- Associated with ????
Seafarer"????”????
- Based on cetaceans
- "Normal" adult height ranges from 8'0-10'0
- No mane, tail is present
- Thick legs
- Flippers instead of hooves
- Unmoving plaid on markings
- Baleen instead of teeth
- Amphibious, can live in water or on land
- Often returns to sea to eat or imports krill/krill substitute in large quantities
- Associated with the sea surrounding Luxson
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[SPECIES DEVELOPMENT] MASQUES |
Posted by: skinstealer - 10-08-2020, 11:47 AM - Forum: [SPECIES DEVELOPMENT]
- No Replies
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MASQUES [CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)] ORIGIN
- Originated in Fallow’s Island
- Created by Fallow in [year]
- First morph: Bandit
- ????
CULTURE
- Spread across Morbit, primarily near the Luxson Cluster or areas with similar climate to Fallow’s Island. Some remain on Fallow’s Island and the surrounding islands in the cluster post-plague, but not many.
- Severe population drop due to the Luxson Horror Plague wiping out most of their numbers on Fallow’s Island
- Associated with Fallow
- High number of Fallow worshipers (even post-plague), middling number of XXI worshipers, extremely low number of Stope worshipers, other number of worshipers vary based on location
- Prone to physical injury due to their highly active natures
- High rate of horror mutation-related disability and conditions due to exposure to horror plague in Luxson Cluster populations (the majority of the species)
- Medications for managing horror mutation conditions specific to masques (an extreme increase in energy and restlessness, insomnia, muscle tension and strain being some examples) are produced and marketed in the Luxson Cluster in modern day
- Masque residencies with the space for it often have some kind of gym or exercise equipment, be it indoor or outdoor
- Grooming equipment specifically made for masques has fallen out of style with the significant drop in population, but still exists in the Luxson Cluster
- Masques tend to sleep in elevated lofts, and often enjoy storing things underneath where they can ensure their safety while sleeping
- Masques are primarily nocturnal, leading to some scheduling conflicts when living in zones outside of Fallow’s Island
- More traditional masques value costumes and fashion very highly, especially when in customary Fallow’s Island style
- Bones, gems/rocks and preserved plants are valued as well, especially when made into jewelry or keepsakes
- Masques that value their connection to their homeland often seek out remnants of Fallow’s Island civilizations before the Horror Plague destroyed most of them, and value any sort of goods from that period
- Education for masques typically follows that of either the Luxson apprenticeship program or traditional Fallow’s Island community classes, with very few enrolled in private or public schooling outside of places like Monte or zones outside of the Cluster
- Masques tend to enjoy housing with many people, and very rarely live alone
- If given the option, masques tend to lean towards choosing housing higher above the ground than ground floors, and widely consider living underground to be somewhat cursed (outside of dealer and escapist morphs)
- Masques are incredibly high energy and require intense amounts of physical activity to remain in good health, and enjoy doing such activities with peers (regardless of species or physical ability)
- Masques are proficient in combat and are generally trained from a young age, especially if raised on Fallow’s Island itself
- Typical Masque combat strategy involves using the teeth, claws (if applicable), and overall powerful body muscles and flexibility
- Dancing is a powerful part of masque tradition and is something passed down along family lines
- ????
APPEARANCE
- Almost feathery-looking layered fur, round shapes
- Pitch black mask markings around eyes, exact shape varies based on mask
- Voice resembles varying pitches of whistling
- No paw pads
- No tails on most morphs- acrobat morph is exception
- Hair is not typical, but can occur
- Range from 4’6-6’6 for "normal" adult height range.
- Digitigrade legs
- Standard arms
- ????
BIOLOGY
- Standard skeletons, muscles, nerves, organs, and blood
- Sharp teeth
- Omnivorous diet
- Extremely high energy levels, require regular physical activity to remain healthy and mentally stable
- Body language involves heavy use of the hands
- Fluffy tuft ears
- Black pupils, typically round or oval
- Fur tends to be layered
- Tend to collect and store objects of interest
- Excellent climbers
- Enjoy perching on things
- ????
LIFE CYCLE/FAMILY STRUCTURE
- Lifespan of 90 years, reach adulthood at 18-20 years old
- Masques reproduce sexually, and have sexual dimorphism
- Masques give live birth to one child, referred to as a kit
- Kits are even more energetic than adults, but tire out quickly
- Kits need a lot of naps to make up for their energetic bursts
- Masque family structure is typical to that of Fallow’s island, and is based around sharing a community over blood or species ties
- Families are often very large due to their communal nature, and typically consist of a large chunk of a community with members shifting in and out with their needs and interests changing
- Equal value towards committed and casual relationships
- Leaving the family is a personal choice, and either staying or going are both considered equally valid choices at any age around/past 16
- ????
GENETICS
- Morphs can be based on any animal with a mask-like marking around the eyes
- Mixed-morph masque children often have their fur layering in a way that takes traits from both parents, along with their eye mask having a blended shape.
- First morph created: Bandit
- Masque hybrids tend to inherit the eye mask marking, layered fluff, high energy levels, black pupils, and/or ear tufts.
- Masques are not based on any one specific kind of animal, and have their behaviors inspired from a mishmash of different creatures.
- Common mutations include size increase, hunger increase, mood instability, extreme increase in energy levels, restlessness, insomnia, muscle tension, claw/teeth growth, mask expansion, fur growth
- ????
MORPHS
Bandit"????”????
- Based on raccoons
- Cape-like fur layer
- No claws
- Solid, round mask over eyes and bridge of nose
- Associated with Fallow and Fallow’s Island
Acrobat"????”????
- Based on lemurs (ideally ringtailed, but any go for inspiration as long as the mask marking is present on the masque itself)
- Fur layers over chest and torso
- Prehensile toes
- Solid, round mask over eyes and muzzle
- Long, prehensile tail
- Associated with Fallow’s Island (specifically the deep jungle)
Dealer"????”????
- Based on badgers
- Cape-like fur layer
- Claw fingers/toes
- Prone to digging/burrowing- seek out lower levels instead of heights
- Streak-like mask over eyes
- Associated with Monte
Escapist"????”????
- Based on ferrets
- Thick fur layer on neck/chest and upper legs
- Claws
- Rounded, solid mask on eyes and bridge of nose
- Associated with Luxson
Swindler "????” ????
- Based on red pandas
- Short
- Rounded, fluffy tail
- Associated with Taverne
RULES
This is a species development thread! Here you can have discussion on the species presented, and offer suggestions/ideas for developing them- thus directly contributing to the species! Anything is fair game so long as it follows the restrictions (if any are listed). This main post will be updated as we go, allowing for people to always have an up to date resource on the species.
Restrictions/No-go's
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[PLAYLIST] DERRY VOL. 1: SHATTERING GROUNDS |
Posted by: skinstealer - 10-07-2020, 04:05 AM - Forum: [PLAYLISTS]
- Replies (1)
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DERRY VOL 1: SHATTERING GROUNDSspotify link1. Freaky Eyes- Oneohtrix Point Never 2. Pulling Down Palm Trees- Lauren Bousfield 3. Medicine- STRFKR 4. Little Bit- Lykke Li 5. Bite Your Lips- Andrew Applepie 6. Spores- Andrew Huang 7. The Afternoon- Lemon Demon 8. Cough Cough- Everything Everything 9. Silent Treatment- Blanck Mass 10. Black Hole Eyes- Watsky [cw: death, self destruction, violence]
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