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  [FANDEV] WATTPLANTS
Posted by: AceOfNothing - 10-23-2020, 11:10 PM - Forum: [FANDEV] - Replies (1)

Wattplants is an in universe petsite game, with currently one Canon design, the trapling:
    (Weary The Trapling, Design by Rin, recolor from Pichi for me)

The rest of Wattplants is supposed to be community driven, and thats why this is here! This thread is for species ideas, recolors, discussing site mechanics, anything you want! I'd love to get some things talked about on how people imagine the site.
When talking about your ideas for species, please keep in mind people may want to design/change ideas. If you aren't really open to that please state so, but try to keep this open for everyone's enjoyment!

I'll post my ideas later, but here's some fanart for now of species ideas:
   

Should link to trapling file:
https://cdn.discordapp.com/attachments/701289748584595517/769343357716922398/trapling.psd

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Brick Scrap City: Duel Days
Posted by: King-Clod - 10-23-2020, 04:36 AM - Forum: [ADVENTURES + COMICS] - Replies (8)

[Image: concept.png]

You wake up with a jolt. You’re hyperventilating, drenched in sweat. Your vision is all out of focus.

Frick.

You squeeze your eyes shut and press your palms against your forehead. You try to concentrate on slowing your breathing. 

It’s alright. You’re alright. It was only a nightmare. You deal with those all the time. Usually better than you are right now, you’d add. 

You slowly open your eyes.

Get it together. 

You pull the blanket and sheets off of yourself. You’re overheated enough as it is.

This nightmare was different from the usual, though. Same plot, same awful sinking feeling, sure, but the meat of it was all wrong. The perspective? The monologue? The separation from your body? The colorless, endless, hopeless void the dream took place in? It was eerily similar to your usual, but ever so, ever so slightly different. Which was almost more terrifying than the dream itself.

You sit up.

Was it about moving? Was it because this was your first night away from home in a while? Big changes can take a bit to adjust to, and while you were never one to get homesick, it wouldn’t be too out of line to have a bad dream because of it. Yeah. That could be it. You aren’t…
You aren’t really sure sure what else it could be.


You grab your phone off of the side table next to your bed. The time at the top reads 12:00 PM, and you have a few unread texts from your mom. 

{What do you do next?}

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  [MONTHLY WORLDBUILDING RAFFLE] OCTOBER 2020- MORTIS
Posted by: skinstealer - 10-21-2020, 10:59 PM - Forum: [MORBIT RAFFLE HOUSE] - Replies (10)

welcome to the first out of ideally many monthly worldbuilding raffles run by us, mortis! other team members will be possibly running their own raffles as well, but this one's ours. every month we'll be trying to let you, the community, contribute to our canon via raffling off TCP type and species morph additions based on a monthly theme. these themes will line up with sales for commissions in the following month as well, giving plenty of opportunity for people to add whatever doesn't get in at a highly discounted price. 

rules

  • follow the theme as best you can- feel free to get weird with interpreting it, but the themes are there to help guide things and in some cases, limit things to what the artists Want To Do for this month
  • no NSFW/harmful suggestions
  • you Can second/upvote suggestions to weight them higher in the raffle if you like them! this also means you can suggest the same TCP type multiple times if you like.
  • 5 votes for TCP type additions, 1 vote for species morph additions
  • keep your TCP type additions to one noun per vote, and your species morph additions to a word/phrase plus reference images AT MOST. please do not draw or write out a full concept or anything like that! it's meant to be a suggestion!!
  • while we are often too busy to work on extending canon like this in our free time/for fun, any suggestions presented here are considered relinquished to us for potential use down the line, and have a nonzero chance of being added to canon. the only guaranteed way of getting these suggestions in is through commissioning, however, and please do not heckle us about making your suggestions happen on our own time- we do not owe anyone that, and this clause is mainly here in the case of something really resonating with us. 
  • feel free to make multiple posts if you can't come up with all of your votes in one go!

with all that in mind, your theme for the month is...
 
SPECIES MORPH THEME: ANY SPECIES ALLOWED, HARVEST THEME
TCP THEME: FOOD TYPES

suggest away! this raffle will be over on the 26th of october- we will be usually giving these a lot more time, but for this one, we want to give it a trial run and get it finished before november 1st!

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  [SPECIES DEVELOPMENT] FLEXINS
Posted by: skinstealer - 10-14-2020, 12:30 PM - Forum: [SPECIES DEVELOPMENT] - No Replies

FLEXIN

ORIGIN

  • Originated in ????
  • Created by ???? in [year]
  • First morph: Anatomy Model
  • ????


CULTURE

  • Flexins are not as prone to illnesses as other species, though some do heal slower than others, and require longer term patch jobs.
  • Patches can be as simple as duct tape, but many obtain reusable fashion accessories that hold wounds together until they heal, and clean them up for use later.
  • Flexins enjoy soft beds, and as a general rule, avoid pointy objects and surfaces.
  • Flexins do not generally require education unless summoned by preteens/teenagers due to their absorption of knowledge, and the summoning ritual required to spawn them is too complicated for young children to grasp. Those who need it however often seek out less formal education due to their species being a fairly recent addition to Morbit.
  • Flexins are highly adaptable when it comes to housing, so long as their environments are kept safe.
  • Flexins are not ideal for combat in any way, shape, or form, and ideally choose to flee.
  • ????


APPEARANCE

  • Balloon animal species, typically “balloon dog” shaped
  • Little to no natural markings, any natural markings are simple a la stripes or polka dots
  • Voices are squeaks
  • Balloon tails typically present
  • No hair
  • Range from 3’0-5’0 for "normal" adult height range.
  • Digitigrade legs
  • Standard arms
  • ????


BIOLOGY

  • Composed of deceptively flexible and strong balloon-like material, extremely resistant to puncturing or damage
  • Internals depend on morph, but most have some degree of gel, fluid, or slime filling
  • Expressions are typically on some sort of internal structure (such as a skull) or drawn on, able to animate via unknown means
  • Flexins do not consume matter through any known means, and seem to subsist off of social interaction alone (much to some individuals’ annoyance)
  • Energy levels depend on the energy of the people around them, with parties and high energy social gatherings leading to manic states.
  • Balloon ears
  • Puncturing a flexin requires them to patch it quickly lest they potentially bleed out, leading to many carrying quick patches on their person, just in case.
  • Flexins are capable of holding things against their hands and manipulating them as if they had fingers, though no one is sure how.
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Spawned through specific, consciously done rituals conducted at social gatherings, typically large parties. Spawning a flexin must be done under specific conditions, and the resulting flexin will take on both the theme of the party as a morph, and an approximation of the cumulative knowledge of the partygoers. Knowledge itself will be muddled, faces and names will be forgotten and not easy to hold onto, but it’s typically enough for a flexin to enter society upon forming.
  • A flexin’s age is something they can tell you inherently, and is typically the average of all of the ages of the ritual that spawned them’s participants. They live to be 80 years old and hit maturity at age 18-20.
  • Flexins will often try to fit into the lives of the people they spawned around, with friendly ones making friends at the party they arrived at and ideally making enough connections to secure short term housing.
  • ????


GENETICS

  • Morphs inspired by different party/celebration themes
  • Mixed morph flexins exist in the sense that mixed-theme parties can exist, but not through reproduction.
  • Flexin hybrids do not exist, as they do not reproduce.
  • Common horror mutations include size increase, energy increase, restlessness, membrane thickening/thinning, internal toxicity, organic matter development (such as meat, bones, slime, eyes, etc)
  • ????


MORPHS

[Image: TXsdwjS.png]
Anatomy Model
"????”
????
  • Inspired by horror/spooky party themes
  • Contains (inaccurate) cartoon skeleton model
  • Sometimes has cartoony bat wings/horns


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
  • Keep it SFW!!!!

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  [SPECIES DEVELOPMENT] ELEMENTALS
Posted by: skinstealer - 10-14-2020, 11:36 AM - Forum: [SPECIES DEVELOPMENT] - Replies (1)

ELEMENTALS
[CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread) and death/existentialism]

ORIGIN

  • Originated on ancient Morbit...supposedly
  • Creator unknown
  • First morph unknown
  • ????


CULTURE

  • Found in small populations throughout the world, either solitary or in small groups- tiny, secluded towns at best.
  • Not tied to any gods, worship demographics varied if not outright unknown
  • Elemental ailments are little understood by most Morbitian species, and individuals away from groups often find themselves in trouble if experiencing element overproduction or flare ups.
  • Goods relating to their cores/core sockets are very common, particularly jewelry
  • Elementals require different sleeping situations based on morph, but do seem to prefer softer surfaces that are compatible with their elements.
  • Due to their species having little information available to scientists and researchers, entering any of the Morbit standardized education systems can be a nightmare for elementals, and most individuals have to resort to a more personalized strategy.
  • Housing has to accommodate for their specific elements, despite being primarily housed in a safe membrane. Fire hazards must be accounted for, particularly water soluble materials must be put away, etc.
  • Elementals are excellent at combat, and can dispel most foes with little issue. They are sought out in times of trouble by any other locals in the area, and have been known as protectors since the beginning of Morbitian time.
  • ????


APPEARANCE

  • Shapes vary based on morph
  • Markings vary, but are typically simple and accentuate their element
  • Voice sounds like chanting of varying ranges
  • No tails
  • No hair
  • Range from 6’0-10’0 for "normal" adult height range.
  • Digitigrade legs
  • Long arms with big hands
  • ????


BIOLOGY

  • No skeletons, muscles, nerves, organs, and blood.
  • Composed primarily of their main element within a safe membrane, with parts of their element leaking out around the ears, neck ruff, elbows, and knees.
  • A core socket exists in an elemental’s chest, with inert cores generating under rare conditions. These cores can be fertilized and re-set in the socket to produce new elementals.
  • Mouth remains invisible unless opened, but most elementals have sharp, jack-o-lantern teeth.
  • Diet can consist of anything, though most elementals enjoy different things depending on morph.
  • Energy levels heavily depend on morph
  • Subdued body language, with many being described as hard to read
  • Pointed ears present on most, though downturned ears have been noted on some individuals
  • Eyes are crater-like, similar to cores
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Lifespan of estimated 1000 years, reach maturity at 18-20 years old.
  • Elementals reproduce sexually and have no sexual dimorphism.
  • Elementals produce egg-like inert cores, typically one at a time. The resulting children post-fertilization are referred to as sparks.
  • Sparks are often introduced to members of other species as soon as possible, both to familiarize them with safety procedures with other, non-elemental species, and to do the same for the inverse.
  • Elemental families are small but close knit, with elementals valuing the lives of their children especially highly due to their occurrence being such a rarity. Those that take on non-elemental members do their best to take care of them throughout the entirety of their lifespans if possible, with outliving them being an inevitability.
  • Elementals prefer committed relationships to casual ones, though some may consider this foolish when it comes to other species, especially those with shorter lifespans.
  • Leaving the family is a serious decision not to be taken lightly, especially considering the chances of seeing another elemental are extremely low.
  • ????


GENETICS

  • Elemental morphs are inspired by different kinds of “elements”, both traditional, scientific, and otherwise.
  • Mixed morph parents may have an abstract “combination” of elements (such as water + fire = steam) or a mixture of both elements present at once.
  • First morph unknown, due to their origin being largely unknown.
  • Elemental hybrids are often times more common than pure elemental children, and typically have elemental traits present, along with a visible core.
  • Elementals are completely immune to horror mutation, a fact that everyone is thankful for. Their hybrid children, unfortunately, are usually not.
  • ????


MORPHS

[Image: WYh0N1R.png]
Fire
"????”
????
  • Inspired by fire
  • Embers and fire wisps around ears, neck, arms, and legs
  • Volcanic rock neck ruff, ears, arms and legs
  • Warm to the touch
  • Hot core
  • Flaming eyes
  • Claw hands


[Image: TEUvNL3.png]
Water
"????”
????
  • Inspired by water
  • Water spray around ears, neck ruff, arms and legs
  • Seawater stored inside membrane around ears, neck ruff, arms and legs
  • Cool to the touch
  • Cold core
  • Dripping eyes
  • Paw hands


Electricity
"????”
????
  • Inspired by electricity
  • Spikes around ears, neck ruff, arms and legs
  • Staticky to the touch
  • Electrified core
  • Slit eyes
  • Claw hands


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
  • Keep it SFW!!!!

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  [SPECIES DEVELOPMENT] TAUNTAMOUNTS
Posted by: skinstealer - 10-14-2020, 10:46 AM - Forum: [SPECIES DEVELOPMENT] - Replies (3)

TAUNTAMOUNTS
[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: Segmented
  • ????


CULTURE

  • Due to being made of inorganic materials, tauntamounts are not susceptible to typical diseases or illnesses- but they are unable to heal wounds or injuries, and must patch them up as best as they can.
  • Tauntamounts enjoy fishing as a way of life, and often sit on docks in groups with their tails in the water, hooks cast to the best fishing spots.
  • Tauntamounts tend to sleep in tight quarters together, and do not mind sharing spaces.
  • Different kinds of hooks are valued highly by tauntamounts, and many dedicated to the craft of fishing have extensive collections.
  • Tauntamounts typically teach their children directly and do not employ formal education.
  • Typical tauntamount housing involves adequate room to store spoils from fishing trips, and is often located within distance to some significant body of water.
  • Tauntamounts are both incredibly patient and incredibly fast moving when need be, and are known for being able to sit completely still and move faster than most of their prey can react to.
  • Tauntamounts are surprisingly effective in combat due to their strong jaw strength, durable bodies, and overall speed, and are often employed in fighting horror-related threats due to their complete immunity to radiation.
  • Trinkets are highly valued to tauntamounts, and many consider finding trinkets for their prospective children to be one of the most important searches should they choose to pursue parenthood.
  • Due to trinkets being such a large factor in the life cycle, many tauntamount parents name their children in themes related to their trinkets.
  • ????


APPEARANCE

  • Varying shapes based on morphs, though they’re generally pretty chunky
  • Markings vary hugely based on personal trinket and morph
  • Voices consist of clacking and gonking
  • No paw pads
  • Tails vary based on morph, but typically have a place for fishing line to come out and a place to affix a hook.
  • No hair
  • Range from 4’0-6’0 for "normal" adult height range.
  • Digitigrade legs, claw feet
  • Standard arms, claw hands
  • ????


BIOLOGY

  • Made of various materials, dependent on morph and in some cases, the individual
  • Inside cavity contains silk fishing line and a small trinket encased in a plastic capsule, selected by the tauntamount’s parent(s). This trinket helps determine what kinds of creatures are lured to the hooks attached to their lines, and does not need to be organic. The exact reasoning for why a trinket attracts certain creatures is abstract, and can be strange at times.
  • Fishing line regenerates over time, but slows as the tauntamount ages. A fishing line running out completely points to incoming death, albeit not an immediate one.
  • Jack o’ lantern teeth
  • Omnivorous, with a strong preference for aquatic life and worms. No one knows where food goes once swallowed, but they do require it to survive.
  • High energy levels but very patient when it comes to waiting for prey
  • Prone to wiggling in body language
  • Simple ears
  • Round eyes with equally round, black pupils
  • Easily startled by loud noises and rapid movements
  • Amphibious, but prefer land due to aquatic predators being extremely attracted to their flashy appearances
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Reproduce asexually and have no sexual characteristics whatsoever
  • Tauntamounts create eggs via a species-specific magic, typically in clutches of 3-5, and children are referred to as guppies.
  • Tauntamounts are capable of fishing up “treasures”- seemingly pieces of unimportant junk that when whispered key phrases to by a tauntamount, can be turned into a cluster of eggs. Giving up these treasures to another person instead of keeping them for oneself is considered a perfectly charitable act, and is encouraged if the finder does not want children for themself.
  • Small trinkets are placed within these eggs before the guppies can begin to form, and help determine the appearance of the individual guppies. Guppies do not take any traits from their parent(s), and morphs are entirely random.
  • Families are not blood related at all, and can thus take practically any size and shape.
  • Tauntamounts value casual and committed relationships equally.
  • Leaving the family is considered a tearful affair even without direct blood relation, and if leaving on good terms, many stay in touch.
  • ????


GENETICS

  • Morphs are inspired by different kinds of fishing lure, along with occasional inspiration by different kinds of fish.
  • Hybrids and mixed morph children do not exist.
  • First morph: Segmented- though subsequent morphs emerged randomly, and without god intervention.
  • Tauntamounts are inorganic, and completely immune to horror mutation.
  • ????


MORPHS

[Image: wVKo3Ph.png]
Segmented
"????”
????
  • Based on segmented lures
  • Made of plastic
  • Segmented body, jointed all over
  • Very wiggly
  • Hook on base of tail, right before fin
  • Thick bodies
  • Extremely varied markings, bright colors
  • Big eyes


[Image: ZJp8lD7.png]
Jig
"????”
????
  • Based on jig lures
  • Made of shiny plastic
  • Hook on end of tail in lieu of fin
  • Slightly ribbed quality to body
  • Thinner bodies
  • Extremely varied markings, bright colors
  • Big eyes


[Image: uuB1AcE.png]
Bobber
"????”
????
  • Based on bobber lures and angler fish
  • Made of plastic
  • No hook attachment point on the end of the tail, making this morph ineffective at actually naturally fishing for anything
  • Head bobber can be extended like tail hooks, allowing bobber morphs to dip it into the water and lure prey
  • Thick bodies
  • Half and half segmentation/markings
  • Tiny eyes
  • Thick finned tails


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
  • Keep it SFW!!!!

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  [SPECIES DEVELOPMENT] BOTLEYS
Posted by: skinstealer - 10-14-2020, 06:47 AM - Forum: [SPECIES DEVELOPMENT] - Replies (1)

BOTLEYS
[CW: very simple/brief mentions of reproduction (literally just a mention cmon now it's a SFW thread)]

ORIGIN

  • Originated in Hearth
  • Construct species
  • Created by ???? in 262 RE
  • First morph: K9
  • ????


CULTURE

  • Found primarily in Hearth, with some scattered to other Taverne zones and very few spread out to other regions.
  • No particular religious ties or worship demographics of note.
  • Any “illnesses” manifest in the form of digital viruses or malfunctions, and require repair work from construct specialists- their manufacturers do not make them impossible to repair without special tools, and most shops can handle a botley repair job just fine.
  • Botleys value digital data and other forms of art and entertainment highly due to its use as sustenance for their species, and tend to amass hoards of it both on computer hard drives and in physical, tangible forms.
  • Botleys do not need to sleep and can simply power down temporarily to conserve energy (with either a timer or motion/sound trigger waking them up), but some prefer the softness of a bed.
  • Botleys typically receive an online education free of charge before being released into the world by their creators, but can refuse and choose to set out on their own path without much fuss.
  • Botleys are adaptable to most living situations so long as they are given adequate connection to the internet and electricity, as well as shelter from weather conditions.
  • Botleys are not equipped for combat in any way outside of some morphs having (plastic) claws, and do not hold up well in fights.
  • ????


APPEARANCE

  • Rounded, plastic shapes
  • Markings are atypical outside of modding, but stickers and decals can be commonly seen as fashion accessories
  • Voices are synthesized and pleasant, often melodic
  • Some morphs have paw pads, but not all
  • Tails vary in style and length, and not all morphs have them
  • Botleys do not have hair by default, but some do get modifications
  • Range from 4’0-5’6 for "normal" adult height range.
  • Limb style varies based on morph, but all are bipedal
  • ????


BIOLOGY

  • Botleys do not have skeletons, muscles, nerves, organs, or blood, and are primarily composed of plastic and electronics.
  • Botleys have screens for faces, with any expressions being animated and stylized.
  • Botley diets consist of data fed to them either through viewing through their screens, plugged directly into the back of their heads, or direct listening (in the form of music/speeches). Direct connection is the most “nutritious” and versatile way to feed a botley, and has the best effects on their health...providing the content is good for them.
  • Energy levels vary based on how much data a botley has been fed, along with the quality of the data and how much a botley personally prefers that kind of data.
  • Botleys typically express by animated facial expressions, wagging their tails and ears, and dancing.
  • Ears are typically made of transparent plastic, and jointed at the base for wiggling motions
  • All botleys have transparent plastic segments with the belly segment containing a core that holds all of their personal data. Should the core be destroyed, the botley would die.
  • Botleys tend to take on animal behavior from their morph’s inspiration.
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Botleys cannot reproduce, and do not have any kind of dimorphism.
  • Any families formed by botleys are chosen, and can take any form chosen by them.
  • ????


GENETICS

  • Morphs are inspired by different kinds of animals, and influence the toy-like appearance of the botley.
  • First morph: K9
  • Botleys are inorganic, and completely immune to horror mutation.
  • ????


MORPHS

[Image: Y3zsSZR.png]
K9
"????”
????
  • Inspired by dogs
  • Translucent plastic ears
  • Paws
  • Short tail


[Image: D88cA6h.png]
J4WS
"????”
????
  • Inspired by sharks
  • Pointed translucent plastic fins
  • Claws
  • Long fishbone style tail


[Image: Ezy29a6.png]
CH1RP
"????”
????
  • Inspired by penguins
  • Plastic beak
  • Wings and flippers
  • No tail


[Image: XSMnKnu.png]
H0PP3R
"????”
????
  • Inspired by kangaroos
  • Translucent plastic ears
  • Clawed paws
  • Long tail


[Image: PDiMdqE.png]
SC4R4B
"????”
????
  • Inspired by beetles
  • Translucent plastic antennae
  • Wings (capable of flight)
  • No tail
  • 4 arms + claws


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
  • Keep it SFW!!!!

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  [SPECIES DEVELOPMENT] COURIERS
Posted by: skinstealer - 10-14-2020, 05:09 AM - Forum: [SPECIES DEVELOPMENT] - Replies (2)

COURIERS
[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: Snail
  • ????


CULTURE

  • Couriers consider themselves messengers for both their own kind and other species, and many find themselves in jobs travelling around and delivering letters and packages to people around the regions in which they live.
  • Slime over or under-production is a common health condition for couriers, and is easily treated with medication.
  • Shell polish is a common good marketed towards snail couriers, and helps keep their shells looking aesthetically pleasing and clean. Non-toxic paint is also fairly common, and used for decorative purposes.
  • Floor mats are typically used for sleeping, and are accented with hydrophobic blankets and pillows.
  • Aquatic courier morphs tend to prefer kelp beds or soft patches of sand if taking the more natural route, though some are able to find particularly nice underwater-geared mats.
  • Aquatic couriers value pearls and sea treasures, and consider them especially nice tips for their services.
  • The typical courier is not skilled in hand to hand combat at all, and at best might be able to use their teeth in an emergency situation.
  • To avoid their squishy bodies getting attacked by the far more dangerous species on their island region, couriers have traditionally taken up archery, and those known for travelling to dangerous locations often carry a bow and quiver full of deadly arrows.
  • ????


APPEARANCE

  • Soft, round shapes
  • Markings imitate those of snails, slugs, nudibranchs, etc
  • Voices are squishy babbling
  • No paw pads
  • Tails vary based on morph
  • Hair not present
  • Range from 5’6-7’6 for "normal" adult height range.
  • Four legs, taur body plan
  • Two arms
  • ????


BIOLOGY

  • Lifespan of 110 years, mature at 18-20 years old.
  • Composed entirely of a spongy material capable of compressing down to an incredibly small size, and re-expanding back to normal size on command. It is not possible for a courier to expand beyond their normal size, no matter how much they try. Couriers are capable however of gaining/losing weight like most other species, and will return to whatever size they were at point of compression. This allows the snail morph to be sucked into their shells in an almost vacuum-style effect, and allows other morphs to fit into almost any space of their choice.
  • Couriers have sharp teeth, but these appear to compress along with the rest of their bodies inexplicably.
  • Omnivorous diet, capable of eating almost anything
  • Low energy levels, very slow moving
  • Very fond of hand and tail gestures for body language
  • Soft ears
  • Typically black dot eyes (when present)
  • Antennae/horns typically present
  • ????


LIFE CYCLE/FAMILY STRUCTURE

  • Couriers reproduce sexually and have no sexual dimorphism.
  • Couriers produce eggs and have 1 child at a time.
  • Couriers often keep their children compressed while carrying them around, keeping them in cloth bags and taking them out when at safe destinations.
  • Couriers prefer committed relationships, and tend to take partners for life.
  • ????


GENETICS

  • Morphs are inspired by gastropods
  • Mixed morph children tend to have outer textures, antennae shape, and features like ruffles inherited from one of their parents or mixed.
  • First morph: Snail
  • Hybrids often inherit the taur body plan and ability to compress and expand their body, as well as a moist/slimy texture.
  • Common horror mutations include size increase, hunger increase, extra eyes, claw growth, bioluminescence, teeth growth, carnivorous diet, speed increase, inability to compress, slime over-production
  • ????


MORPHS

[Image: QsFGiIM.png]
Snail
"????”
????
  • Inspired by snails
  • Moist
  • Shell on their backs
  • Antennae and “whiskers”
  • Freckles
  • Stubby tails


[Image: ZcYHsqr.png]
Slug
"????”
????
  • Inspired by slugs
  • Slimy
  • Antennae and “whiskers”
  • Drippy
  • Longer tails

[Image: 8Dweghq.png]
Nudibranch
"????”
????
  • Inspired by nudibranchs
  • Moist
  • Antennae
  • Ruffles along body
  • Back plumes


[Image: 3icaADD.png]
Herald
"????”
????
  • Inspired by sea angels
  • No eyes
  • Horns
  • Flippers
  • Primarily aquatic, amphibious in nature (though would have trouble navigating on land)
  • Slightly transparent in water
  • Long tail
  • Considered a counterpart to harbinger morph


[Image: pzVV7xx.png]
Harbinger
"????”
????
  • Inspired by deep sea creatures
  • Needle teeth
  • Extra eyes
  • Glowing antennae and bioluminescent spots
  • Webbed flippers
  • Primarily aquatic, amphibious in nature (though would have trouble navigating on land)
  • Long tail
  • Associated with horror mutation
  • Considered a counterpart to herald morph


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
  • Keep it SFW!!!!

Print this item

  [SPECIES DEVELOPMENT] NEUROTHS
Posted by: skinstealer - 10-14-2020, 02:42 AM - Forum: [SPECIES DEVELOPMENT] - No Replies

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

[Image: 8w5TnrU.png]
Mantis
"????”
????
  • Inspired by praying mantises
  • Petal-like carapace on shoulders
  • Rounded antennae
  • Head plating
  • Large hands
  • Two arms
  • Two legs
  • Large tail


[Image: qaMocQI.png]
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


[Image: t8PtQGT.png]
Beetle
"????”
????
  • Inspired by beetles
  • Cape-like shoulder carapace
  • Helmet-like horns
  • Rounded antennae
  • Shell-covered wings
  • Two arms
  • Two legs
  • No tail


[Image: m0asc23.png]
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


[Image: eAY1L8K.png]
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
  • Keep it SFW!!!!

Print this item

  [SPECIES DEVELOPMENT] SHROUDS
Posted by: skinstealer - 10-13-2020, 09:01 AM - Forum: [SPECIES DEVELOPMENT] - No Replies

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

[Image: eKE1mAy.png]
Glow
"????”
????
  • Morph featuring glowing eyes of varying colors
  • Pointy wing “skeleton”
  • Capable of temporarily blinding attackers with eyes
  • Pointy ears


[Image: FXGI4lA.png]
Flame
"????”
????
  • Morph featuring flaming eyes of varying colors
  • Pointy wing “skeleton”
  • Capable of shooting flame from eyes
  • Pointy ears


[Image: 9LUlvYf.png]
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


[Image: r7mVj85.png]
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
  • Keep it SFW!!!!

Print this item