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[SPECIES DEVELOPMENT] COMBERS - Printable Version

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[SPECIES DEVELOPMENT] COMBERS - skinstealer - 10-09-2020

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

[Image: KNhnCdY.png]
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


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