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Name: Neuroths
Creator: Elaine
Home Zone: TBA
Project Appearances: TBA
Species Development Thread: Species Development: Neuroths

This article contains brief + simple mentions of gore, body horror, and reproduction, but is SFW.

Neuroths are a predatory insectoid and arachnoid species with a variety of shapes and forms.


Neuroths were created by Elaine in a currently unknown location.


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, 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 their 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.


Neuroths have a jointed carapace-like exoskeleton.

Their markings can either be simplistic color differences on joints/torso carapace and/or mirror those of Earth insects.

Their voices consist of hissing and clicking.

Neuroths lack paw pads.

Most neuroth morphs have tails.

Neuroths do not have naturally occurring hair but can seek modifications to attain hair.

Neuroths range from 7’6-9’6 at a “normal” adult height.

Neuroths have digitigrade legs, the number of which varies between 2 and 4 depending on morph.

Neuroths have 2 or 4 arms depending on morph with clawed hands.

Some morphs have wings, those that do are capable of flight.


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.

The 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, scaling 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, the 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 the 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 experiencing 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 otherwise, 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.

They have jack o’lantern teeth which aid them in their omnivorous diets. Neuroths favor carnivorous diets.

Neuroths have high energy levels and are easily restless.

Neuroths are often twitchy in their body language, and tilt their heads at sometimes extreme degrees to enunciate their words and gestures.

Neuroths have no visible ears.

They typically have some form of antennae/horns.

Their eyes are large and often extend off of their head.

Life Cycle/Family Structure

Neuroths have a lifespan of 120 years, reaching maturity of 18-20 years old.

They reproduce sexually and have sexual dimorphism.

They 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 have far weaker exoskeletons 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 favor casual relationships over committed relationships, but those straying from traditional culture find that their psychic bonds with those close to them make for ideal situations with committed partners.


Their morphs are inspired by different kinds of predatory insect.

Mixed morph parents often take body plan traits from one of the parents, such as the 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 and eye shapes.

The first neuroth morph was the mantis morph.

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 experienced by neuroths include; size increase, claw growth, hunger increase, regenerative anomalies, extra core generation/splitting, psychic anomalies, mood instability, split regeneration



The mantis morph is based on praying mantis and other mantids. They are characterized by petal-shaped carapace on their shoulders, rounded antennae, head plating, large hands, two arms and legs, and a large, thick tail.



The spider morph is based on tarantulas and other spiders. They are characterized by thick fur on their exoskeletal carapace, no antennae, ear-like horns, four arms, four legs, and a large abdomen-like tail. They have extra fur on their head, neck, and shoulders.



The beetle morph is based on various predatory and non-predatory beetles. They have a cape-like elytron covering their wings, helmet-like horns, rounded antennae, two arms, two legs, and no tail.



The scorpion morph is based on scorpions and other tailed arachnids. They have a shoulder pad-like carapace, head plating, horn-like antennae, two arms that end in pincers, two arms which end in hands, four legs, and a stinger tipped tail.


The dragonfly morph is inspired by dragonflies and their relatives. They have spiked shoulder carapace, head plating, curved antennae, two arms, and legs, both of which have spiked edges, large wings, and a pointed tail.

Velvet Worm

The velvet worm morph is inspired by velvet worms, hammerhead worms, and other predatory worms. They have a distinctly round appearance in comparison to other neuroths, and, in stark contrast, lack any carapace, having soft skin instead. They are bipedal, have plump fingers on their hands in place of claws, and have a long, thick tail. They have long, dexterous antennae and large eyes. Velvet worm neuroth have appendages along their entire body, extending from many places where other neuroth would have carapaced protrusions, these appendages are fully motile and under the velvet worm neuroth's control. These appendages are specifically located at the back of the head, around the neck, elbows, hips, knees, and lining the tail. Velvet worm neuroths can spit an adhesive slime that is exceedingly difficult to break through or break down, requiring specialized chemicals, and their internal gel is incredibly sticky in comparison to other morphs.


WIP Data pending.

"Normal" Neuroths

Mutated/Modified Neuroths

Neuroth Hybrids

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