Post by Lord Derikai on Jun 26, 2014 16:40:05 GMT -6
Hume – This set of races consists of every human-like D&D race, and keeps most of their known special traits. This faction is the jack of all trades.
Special traits: Lowest elemental resistance, highest overall intelligence.
Weapons specialty: Makeshift Weapons.
Job Specialty: Jacks of all trades.
Lifespan: 150-200 years. (Elves are an exception, not the rule.)
Golem – Sentient beings created from the very elements of their location. They can be played like D&D-inspired golems given free will, or be more like elementals in their properties. If a golem is pre-programed to a job, it is able to adapt to a new job regardless of its last job.
Special traits: Immunity to native element and poisons, natural generator of natural element.
Weapons specialty: Blunt/Bludgeon, Unarmed.
Job Specialty: Mining, Smithing.
Lifespan: 2,000 years.
Beastfolk (a.k.a. Awoken/Awakened) – This set of animalistic races are known for their humanoid features and similarities to their animal ancestors.
Special traits: High resistance to native element, primal stance.
Weapons specialty: Unarmed, Blunt/Bludgeon, Makeshift weapons.
Job Specialty: Hunting.
Lifespan:300-500 years.
Government setup: Caste System.
Description: Most of these races are just bipedal and slightly more humanoid forms of their Earthly counterpart, with some mutations that are special and unique to them.
Known races:
Leader classes:
Pyreon
Creature – Lion.
Unique features – Shades of cream to reddish-brown fur (a more yellowish-cream color for a related race that grows in the forest and jungles of the Natura region). Stand from 6'03'' to 8'05'' for males, and 5'07'' to 7'11'' for females. The tail is thin, but as long as an amotekun’s tail, with a reddish bushy tip on males'.
Males also have large manes that can grow down to the back and front of their neck to cover to center of their chest: the hair is very coarse and tough, made as a protection for the softer skin and fur around the head against high sources of heat like a lava pool. Some of the hair darkens and clumps up into two (2) foot (or longer) spike-like quills on the mane that go back near the head. The mane of a male is also used to carry cubs across otherwise impassible lava pits, since the cubs haven't developed the thicker fur meant to protect them from the direct heat of the lava pits.
Home Region – Pyren.
Caste Rank – Royalty, warriors.
Common personality traits – Prideful. Males are very cocky and are cautious of newcomers, while females are more cautious when it comes to caring for the young.
Brief description – Very proud and territorial, pyreons can easily go from being very relaxed, sociable creatures to aggressive and fierce warriors. They are known for the males' mighty manes, spike-like quills on both male and females. and their nimble hand-like paws. Like most felines, they have a minor aquaphobia, but living in Pyren allows them to be tolerant to high heat. Female pyreons body structure is very similar to male body structure, except normally slimmer and built for speed, being master huntresses, with a long strip of fur that falls to shoulders (sometimes lower back), that shares structural features and coloring similar to a male pyreon's mane, but grows similar to a female hume's hair.
Female pyreons are known for courting males of other races (especially humes) when greatly impressed by said male's strengths, talents, or even bravery. Female pyreons can be as ferocious as any male and are very picky, preferring an adaptable partner over a partner with only strength; however, pure strength is the only trait they would settle on if no other option was available within their own race or location.
Naturen – A cousin to the pyreon, but has features closer to a lion and also lives in the plains and forests of Natura.
Unique features -
Caste Rank - Nobility.
Common personality traits - Regal.
Brief description -
Society -
Kanatli
Creature – An avian race of anthropomorphic peregrine falcons that serve as the royalty and leaders of the Zephrese beastfolk clans.
Unique Features – Unlike their wild non-sentient ancestors, the kanatli have arms as well as wings. They have a mostly humanoid appearance, though their legs are built in much the same way as a non-sentient bird's, with reverse knees. Their wings attach to their shoulder blades at the back.
Caste Rank – While individuals may take on certain jobs, all kanatli count as royalty. Even if they aren't currently living in Zephrus, though the kanatli race does predominantly reside in the mountainous region of wind. Jobs that tend to be taken include scout, reconnaissance, air dancer. Subraces count as nobility of Zephrus, even though most subraces predominantly reside in other regions. The ruling family line (currently the Kanat line) always have the rank of prince, princess, queen, or king.
Common personality traits – Loyal, fierce, clever, forward-thinking, have a tendency towards impatience. Many have a regal bearing.
Brief description –
Common skills – Observation, flight, manoeuvrability, leadership, basic to advanced combat, hunting.
Lifespan – Average lifespan is about three hundred (300) years, but some live for about a decade or so longer.
Keil
Creature - Bat.
Home region - Necross.
Caste Rank - Ruling, artisans, scouts/foragers.
Common personality traits - Cautious.
Brief description - Large bats of different races with large crests of fur on their upper torsos and large broad wings. Large conical ears with head shapes most similar to fox and/or vampire bats with differences mostly to do with what race of bat they are closest related to.
Society - The keil have two active ruling families, a family of fox bats and a family of vampire bats, that in times of peace the elders of each family take turns ruling Necross, while the other act as an advisor, every few years; however, during wartime the more militarist family, the vampire bats, tend to take a more active role.
Valros – A race of viking-like walruses that live alongside and lead the Verimic beastfolk clans.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
Zubor – A race of bipedal bison-like beings that live and lead the Kaovinese beastfolk clans. They are known for their great tufts of hair, mighty horns, and occasionally mighty musk that the males emit.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
Ushaka – A race of bipedal shark-like beings that lead the Aqulean beastfolk clans.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
Rådjur – A race of bipedal deer-like beings that lead the Naturan beastfolk clans.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
C'eatan - An assortment of races of sentient whales that are the former rulers of the Aqulean beastfolk clans
Other -
Grodil
Creature – Argonian, basic lizard folk the world over, sentient bipedal crocodile/alligators.
Unique features – Hidden gills, freshwater and saltwater living ability, able to consume far more raw or generally indigestible meat then other types. Incredibly slow aging. Just keep growing as they age.
Home Regions – Aqulea/Natura. Really, wherever a tropical river system can be found, there they are.
Caste Rank – Rank is held by merit, no actual true caste system. The most powerful and the best rules. Male or female doesn't matter.
Common personality traits – Seemingly cold at first, tendency to not blink, seemingly tribal like tendencies. Consistently loyal if you can befriend them. Tend to either want to be left alone, will pay the minimum deference to the Ushaka to get about business. Focus on trade and are generally whom you want if you want your trade goods to arrive at the destination with minimum fuss.
Brief description – Scaly, walking, snub nosed crocodiles with horns, some with tattoos, feathers. A seemingly walking barbarian. Still got a lot of class and the River Trade Clans would be considered gypsy types. Albeit, not the sexy gypsy type.
Amotekun
Creature – The amotekun are a race of bipedal, tiger-like beings.
Physical Description – Adult height range is from 6'02'' to 9'03'' for males, and 4'07'' to 5'10'' for females. This makes them a distinctly sexually dimorphic race (males consistently larger than the females). Weight range is from 198 lbs. to 675 lbs. for males, and 143 lbs. to 368 lbs. for females, respectively. Males have wider hand pads than the females do, allowing gender to be told from tracks if the individual had been on all fours at the time.
Pelt colour is usually a kind of dull orangish-brown colour, with plenty of black stripes. No two (2) amotekun's stripes are the exact same, as unique to each individual as a human fingerprint. These stripes appear horizontal then they are standing upright, and vertical when they are on all fours. Not only that, but the stripes are visible in the skin, and so even if they were shaved, the stripes would still be seen.
Amotekun have long cheek fur that gives the appearance of an extremely short mane, which is a pale orangish-white colour on the back, and entirely white on the front. The size of this doesn't vary between genders. Whiskers are white, fairly long, and very sensitive, able to tell an amotekun if a space is large enough for them to fit through.
Unique features – Unlike with their non-sentient ancestors, their tails are about half as long as they are tall (tiger tails tend to be a bit shorter than that), with the range being 3'01'' to 4'08'' for males, and 2'04'' to 2'11'' for females, respectively.
Their canine teeth (fangs) are usually four (4) inches in length, meaning that the amotekun have the longest canine teeth of the feline beastfolk races outside of the nolodi. This is about half an inch longer than the canine teeth of their ancestors.
Unlike their ancestors, they have hands and fingers instead of forepaws. While not quite as flexible as a human's due to the pads, they are still more dexterous than paws. Despite this, their hands are still as large as the forepaws of their ancestors, and just as deadly when used as weapons to swat an opponent.
Home Region – Natura (wherever there are tropics, though any forest is acceptable). Subraces may live elsewhere.
Caste Rank – Merchants, artisans, cooks, soldiers, hunters.
Common personality traits – Suspicious of strangers, prideful, very loyal. Females may be vicious (even to their own kind, especially males), especially if protecting young. Solitary, yet social creatures.
Brief description – Amotekun are known for their varied tastes and tend to be able to find a position in whatever kind of job strikes their fancy. They are a very talented race on average, and loyal companions. Unlike most feline species, they do not fear water and, in fact, enjoy swimming. Pyrophobia (fear of fire), however, is common among them.
Common Skills – Swimming, climbing, cooking, wilderness survival, fine arts, basic combat, hunting.
Kani
Creature – Various flying insects.
Unique features – bipedal and larger wings.
Home Regions – Pyren, Natura.
Caste Rank – Warrior, farmer, Merchant.
Common personality traits – Simple minded, obsessive compulsive, inferiority complex.
Brief description – Similar size to humes, wings at least one and a half (1.5) times body size, and large eyes.
Nechur
Creature – Arachnids.
Home Regions – Natura, Necross.
Caste Rank – Merchant, hunter.
Common personality traits – Self thinking, cunning, traditional.
Brief description – Can vary in any size, from a human child to twenty (20) feet, can be either quadraped or hexiped, mandible/fang size can also vary in both size and numbers.
Bitilo
Creature – Various ground-based insects (for example: beetles, ants, roaches, etc.).
Home Region – Kaovina.
Caste Rank – Worker, warrior.
Common personality traits – Simple minded, hive mind, superiority complex.
Brief description – Heads of beetles are backwards compared to their primal ancestors, and front limbs develop digits/claws. Most stand on two or four legs and use their front limbs as arms, thicker exoskeletons to do mine work.
As the insect-beastfolk became more intelligent, they saw fit to join forces for the benefits of one another. The great hive rulers saw fit to split between the ground and the air, so that they don't conflict with gaining new territory. The ants/bees gave way to terraforming landscapes when needed and the beetles and other species added strength to the warrior classes in time of battle. However the arachnid-beasfolk stayed among their own kind and continued the ways of their bestial ancestors while communing with other tribes.
Nolodi
Creature – The nolodi are an anthropomorphic race of sabre-tooth cats that managed to survive the extinction of their non-sentient ancestors.
Physical Description –
Unique features –
Home Regions – Natura and Verime.
Caste Rank – Warriors, soldiers, guards.
Common personality traits – Proud, wary, aggressive, fierce.
Brief description –
Common Skills - Hunting, basic combat, wilderness survival, observation.
Xinthrī
Creature – The xinthrī are an anthropomorphic avian beastfolk race descended from the golden eagles.
Physical Description – They gain their adult plumage at around seventeen (17) to eighteen (18) years of age, which is a deep golden colour on the body, head, and tail feathers, as well as the covert feathers on the wings. The neck feathers are a soft, bright golden colour, while the primary and secondary feathers are dark brown, the tail feathers are a deep golden with a dark brown band, and their feet are black. Their leg feathers are a pale golden colour, and the talons are a slate grey. The feathers of the undersides of their wings are a silvery grey, as are the feathers on their hands and inner fore-arms. Eye colour is a golden yellow.
Regardless of age, the beaks of the xinthrī are black at the tip, bone coloured in the middle, and yellow at the base. The tail feathers are about two (2) to three (3) times the length of the head when seen from below during flight. Also, no matter what emotions or thoughts they may have, the look in their eyes is always intense. Female xinthrī are as flat-chested as male xinthrī, no matter age or maturity.
A xinthrī's feet have four (4) toes, three (3) facing forward, one (1) facing behind. Each toe has one very sharp talon growing from it, sharp enough to pierce bone.
Female xinthrī are up to thirty-seven percent (37%) larger than the males of their species (this is known as reverse sexual dimorphism), with the size range of the entire race generally being from 7'04'' to 6'00'' with the females obviously being on the higher end of the scale. The xinthrī wingspan ranges from 19'03'' to 15'10'', respectively.
Unique features – Unlike their wild non-sentient ancestors, the xinthrī have arms as well as wings. They have a mostly humanoid appearance, though their legs are built in much the same way as a non-sentient bird's, with reverse knees. Their wings attach to their shoulder blades at the back.
Home Region – Zephrus (subraces tend to live elsewhere).
Caste Rank – Royal guard, royal military adviser, bodyguard, military official/soldier, hunter. Juveniles often act as scouts, merchants, or messengers, due to being highly nomadic by nature.
Common personality traits – Prideful, determined, patient, fierce, loyal, mostly loners outside of breeding pairs, quiet. Breeding adult pairs are often aggressive and territorial towards others of their kind and other raptorial avian beastfolk during the breeding and nesting season. Males tend to be sulkier, more temperamental, and even quieter than females.
Brief description – While not the most populous of the avian beastfolk, the xinthrī make up for that with their strength, endurance, intelligence, and determination. Preferring to have their homes on the cliff ledges common in their homeland, they tolerate each other and anyone else only out of necessity. While cross-breeding with other races has occurred, it has been very rare, and very few races can boast any of their members having any kind of xinthrī ancestry. However, xinthrī cross-breeding with their subraces, while still somewhat rare, is much more common.
Common skills – reconnaissance, observation, hunting, combat, flight, wilderness survival.
This will be updated with new races and details when I am able, or when people add creatures I accept. Credit will be given to the person who makes a race not already in the list.
Creators of the races of Elemuntus:
Lord Derikai: Pryoar, naturen, kanatli, ushaka, zubor, valros, keil, Rådjur.
smilingcrocodile: Grodil.
The Carpenter: Bitilo, nechur, kani. Worked on the keil.
SoulCrystal: Amotekun, xinthrī, nolodi. Worked on the kanatli.
Special traits: Lowest elemental resistance, highest overall intelligence.
Weapons specialty: Makeshift Weapons.
Job Specialty: Jacks of all trades.
Lifespan: 150-200 years. (Elves are an exception, not the rule.)
Golem – Sentient beings created from the very elements of their location. They can be played like D&D-inspired golems given free will, or be more like elementals in their properties. If a golem is pre-programed to a job, it is able to adapt to a new job regardless of its last job.
Special traits: Immunity to native element and poisons, natural generator of natural element.
Weapons specialty: Blunt/Bludgeon, Unarmed.
Job Specialty: Mining, Smithing.
Lifespan: 2,000 years.
Beastfolk (a.k.a. Awoken/Awakened) – This set of animalistic races are known for their humanoid features and similarities to their animal ancestors.
Special traits: High resistance to native element, primal stance.
Weapons specialty: Unarmed, Blunt/Bludgeon, Makeshift weapons.
Job Specialty: Hunting.
Lifespan:300-500 years.
Government setup: Caste System.
Description: Most of these races are just bipedal and slightly more humanoid forms of their Earthly counterpart, with some mutations that are special and unique to them.
Known races:
Leader classes:
Pyreon
Creature – Lion.
Unique features – Shades of cream to reddish-brown fur (a more yellowish-cream color for a related race that grows in the forest and jungles of the Natura region). Stand from 6'03'' to 8'05'' for males, and 5'07'' to 7'11'' for females. The tail is thin, but as long as an amotekun’s tail, with a reddish bushy tip on males'.
Males also have large manes that can grow down to the back and front of their neck to cover to center of their chest: the hair is very coarse and tough, made as a protection for the softer skin and fur around the head against high sources of heat like a lava pool. Some of the hair darkens and clumps up into two (2) foot (or longer) spike-like quills on the mane that go back near the head. The mane of a male is also used to carry cubs across otherwise impassible lava pits, since the cubs haven't developed the thicker fur meant to protect them from the direct heat of the lava pits.
Home Region – Pyren.
Caste Rank – Royalty, warriors.
Common personality traits – Prideful. Males are very cocky and are cautious of newcomers, while females are more cautious when it comes to caring for the young.
Brief description – Very proud and territorial, pyreons can easily go from being very relaxed, sociable creatures to aggressive and fierce warriors. They are known for the males' mighty manes, spike-like quills on both male and females. and their nimble hand-like paws. Like most felines, they have a minor aquaphobia, but living in Pyren allows them to be tolerant to high heat. Female pyreons body structure is very similar to male body structure, except normally slimmer and built for speed, being master huntresses, with a long strip of fur that falls to shoulders (sometimes lower back), that shares structural features and coloring similar to a male pyreon's mane, but grows similar to a female hume's hair.
Female pyreons are known for courting males of other races (especially humes) when greatly impressed by said male's strengths, talents, or even bravery. Female pyreons can be as ferocious as any male and are very picky, preferring an adaptable partner over a partner with only strength; however, pure strength is the only trait they would settle on if no other option was available within their own race or location.
Naturen – A cousin to the pyreon, but has features closer to a lion and also lives in the plains and forests of Natura.
Unique features -
Caste Rank - Nobility.
Common personality traits - Regal.
Brief description -
Society -
Kanatli
Creature – An avian race of anthropomorphic peregrine falcons that serve as the royalty and leaders of the Zephrese beastfolk clans.
Unique Features – Unlike their wild non-sentient ancestors, the kanatli have arms as well as wings. They have a mostly humanoid appearance, though their legs are built in much the same way as a non-sentient bird's, with reverse knees. Their wings attach to their shoulder blades at the back.
Caste Rank – While individuals may take on certain jobs, all kanatli count as royalty. Even if they aren't currently living in Zephrus, though the kanatli race does predominantly reside in the mountainous region of wind. Jobs that tend to be taken include scout, reconnaissance, air dancer. Subraces count as nobility of Zephrus, even though most subraces predominantly reside in other regions. The ruling family line (currently the Kanat line) always have the rank of prince, princess, queen, or king.
Common personality traits – Loyal, fierce, clever, forward-thinking, have a tendency towards impatience. Many have a regal bearing.
Brief description –
Common skills – Observation, flight, manoeuvrability, leadership, basic to advanced combat, hunting.
Lifespan – Average lifespan is about three hundred (300) years, but some live for about a decade or so longer.
Keil
Creature - Bat.
Home region - Necross.
Caste Rank - Ruling, artisans, scouts/foragers.
Common personality traits - Cautious.
Brief description - Large bats of different races with large crests of fur on their upper torsos and large broad wings. Large conical ears with head shapes most similar to fox and/or vampire bats with differences mostly to do with what race of bat they are closest related to.
Society - The keil have two active ruling families, a family of fox bats and a family of vampire bats, that in times of peace the elders of each family take turns ruling Necross, while the other act as an advisor, every few years; however, during wartime the more militarist family, the vampire bats, tend to take a more active role.
Valros – A race of viking-like walruses that live alongside and lead the Verimic beastfolk clans.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
Zubor – A race of bipedal bison-like beings that live and lead the Kaovinese beastfolk clans. They are known for their great tufts of hair, mighty horns, and occasionally mighty musk that the males emit.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
Ushaka – A race of bipedal shark-like beings that lead the Aqulean beastfolk clans.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
Rådjur – A race of bipedal deer-like beings that lead the Naturan beastfolk clans.
Unique features -
Caste Rank -
Common personality traits -
Brief description -
C'eatan - An assortment of races of sentient whales that are the former rulers of the Aqulean beastfolk clans
Other -
Grodil
Creature – Argonian, basic lizard folk the world over, sentient bipedal crocodile/alligators.
Unique features – Hidden gills, freshwater and saltwater living ability, able to consume far more raw or generally indigestible meat then other types. Incredibly slow aging. Just keep growing as they age.
Home Regions – Aqulea/Natura. Really, wherever a tropical river system can be found, there they are.
Caste Rank – Rank is held by merit, no actual true caste system. The most powerful and the best rules. Male or female doesn't matter.
Common personality traits – Seemingly cold at first, tendency to not blink, seemingly tribal like tendencies. Consistently loyal if you can befriend them. Tend to either want to be left alone, will pay the minimum deference to the Ushaka to get about business. Focus on trade and are generally whom you want if you want your trade goods to arrive at the destination with minimum fuss.
Brief description – Scaly, walking, snub nosed crocodiles with horns, some with tattoos, feathers. A seemingly walking barbarian. Still got a lot of class and the River Trade Clans would be considered gypsy types. Albeit, not the sexy gypsy type.
Amotekun
Creature – The amotekun are a race of bipedal, tiger-like beings.
Physical Description – Adult height range is from 6'02'' to 9'03'' for males, and 4'07'' to 5'10'' for females. This makes them a distinctly sexually dimorphic race (males consistently larger than the females). Weight range is from 198 lbs. to 675 lbs. for males, and 143 lbs. to 368 lbs. for females, respectively. Males have wider hand pads than the females do, allowing gender to be told from tracks if the individual had been on all fours at the time.
Pelt colour is usually a kind of dull orangish-brown colour, with plenty of black stripes. No two (2) amotekun's stripes are the exact same, as unique to each individual as a human fingerprint. These stripes appear horizontal then they are standing upright, and vertical when they are on all fours. Not only that, but the stripes are visible in the skin, and so even if they were shaved, the stripes would still be seen.
Amotekun have long cheek fur that gives the appearance of an extremely short mane, which is a pale orangish-white colour on the back, and entirely white on the front. The size of this doesn't vary between genders. Whiskers are white, fairly long, and very sensitive, able to tell an amotekun if a space is large enough for them to fit through.
Unique features – Unlike with their non-sentient ancestors, their tails are about half as long as they are tall (tiger tails tend to be a bit shorter than that), with the range being 3'01'' to 4'08'' for males, and 2'04'' to 2'11'' for females, respectively.
Their canine teeth (fangs) are usually four (4) inches in length, meaning that the amotekun have the longest canine teeth of the feline beastfolk races outside of the nolodi. This is about half an inch longer than the canine teeth of their ancestors.
Unlike their ancestors, they have hands and fingers instead of forepaws. While not quite as flexible as a human's due to the pads, they are still more dexterous than paws. Despite this, their hands are still as large as the forepaws of their ancestors, and just as deadly when used as weapons to swat an opponent.
Home Region – Natura (wherever there are tropics, though any forest is acceptable). Subraces may live elsewhere.
Caste Rank – Merchants, artisans, cooks, soldiers, hunters.
Common personality traits – Suspicious of strangers, prideful, very loyal. Females may be vicious (even to their own kind, especially males), especially if protecting young. Solitary, yet social creatures.
Brief description – Amotekun are known for their varied tastes and tend to be able to find a position in whatever kind of job strikes their fancy. They are a very talented race on average, and loyal companions. Unlike most feline species, they do not fear water and, in fact, enjoy swimming. Pyrophobia (fear of fire), however, is common among them.
Common Skills – Swimming, climbing, cooking, wilderness survival, fine arts, basic combat, hunting.
Kani
Creature – Various flying insects.
Unique features – bipedal and larger wings.
Home Regions – Pyren, Natura.
Caste Rank – Warrior, farmer, Merchant.
Common personality traits – Simple minded, obsessive compulsive, inferiority complex.
Brief description – Similar size to humes, wings at least one and a half (1.5) times body size, and large eyes.
Nechur
Creature – Arachnids.
Home Regions – Natura, Necross.
Caste Rank – Merchant, hunter.
Common personality traits – Self thinking, cunning, traditional.
Brief description – Can vary in any size, from a human child to twenty (20) feet, can be either quadraped or hexiped, mandible/fang size can also vary in both size and numbers.
Bitilo
Creature – Various ground-based insects (for example: beetles, ants, roaches, etc.).
Home Region – Kaovina.
Caste Rank – Worker, warrior.
Common personality traits – Simple minded, hive mind, superiority complex.
Brief description – Heads of beetles are backwards compared to their primal ancestors, and front limbs develop digits/claws. Most stand on two or four legs and use their front limbs as arms, thicker exoskeletons to do mine work.
As the insect-beastfolk became more intelligent, they saw fit to join forces for the benefits of one another. The great hive rulers saw fit to split between the ground and the air, so that they don't conflict with gaining new territory. The ants/bees gave way to terraforming landscapes when needed and the beetles and other species added strength to the warrior classes in time of battle. However the arachnid-beasfolk stayed among their own kind and continued the ways of their bestial ancestors while communing with other tribes.
Nolodi
Creature – The nolodi are an anthropomorphic race of sabre-tooth cats that managed to survive the extinction of their non-sentient ancestors.
Physical Description –
Unique features –
Home Regions – Natura and Verime.
Caste Rank – Warriors, soldiers, guards.
Common personality traits – Proud, wary, aggressive, fierce.
Brief description –
Common Skills - Hunting, basic combat, wilderness survival, observation.
Xinthrī
Creature – The xinthrī are an anthropomorphic avian beastfolk race descended from the golden eagles.
Physical Description – They gain their adult plumage at around seventeen (17) to eighteen (18) years of age, which is a deep golden colour on the body, head, and tail feathers, as well as the covert feathers on the wings. The neck feathers are a soft, bright golden colour, while the primary and secondary feathers are dark brown, the tail feathers are a deep golden with a dark brown band, and their feet are black. Their leg feathers are a pale golden colour, and the talons are a slate grey. The feathers of the undersides of their wings are a silvery grey, as are the feathers on their hands and inner fore-arms. Eye colour is a golden yellow.
Regardless of age, the beaks of the xinthrī are black at the tip, bone coloured in the middle, and yellow at the base. The tail feathers are about two (2) to three (3) times the length of the head when seen from below during flight. Also, no matter what emotions or thoughts they may have, the look in their eyes is always intense. Female xinthrī are as flat-chested as male xinthrī, no matter age or maturity.
A xinthrī's feet have four (4) toes, three (3) facing forward, one (1) facing behind. Each toe has one very sharp talon growing from it, sharp enough to pierce bone.
Female xinthrī are up to thirty-seven percent (37%) larger than the males of their species (this is known as reverse sexual dimorphism), with the size range of the entire race generally being from 7'04'' to 6'00'' with the females obviously being on the higher end of the scale. The xinthrī wingspan ranges from 19'03'' to 15'10'', respectively.
Unique features – Unlike their wild non-sentient ancestors, the xinthrī have arms as well as wings. They have a mostly humanoid appearance, though their legs are built in much the same way as a non-sentient bird's, with reverse knees. Their wings attach to their shoulder blades at the back.
Home Region – Zephrus (subraces tend to live elsewhere).
Caste Rank – Royal guard, royal military adviser, bodyguard, military official/soldier, hunter. Juveniles often act as scouts, merchants, or messengers, due to being highly nomadic by nature.
Common personality traits – Prideful, determined, patient, fierce, loyal, mostly loners outside of breeding pairs, quiet. Breeding adult pairs are often aggressive and territorial towards others of their kind and other raptorial avian beastfolk during the breeding and nesting season. Males tend to be sulkier, more temperamental, and even quieter than females.
Brief description – While not the most populous of the avian beastfolk, the xinthrī make up for that with their strength, endurance, intelligence, and determination. Preferring to have their homes on the cliff ledges common in their homeland, they tolerate each other and anyone else only out of necessity. While cross-breeding with other races has occurred, it has been very rare, and very few races can boast any of their members having any kind of xinthrī ancestry. However, xinthrī cross-breeding with their subraces, while still somewhat rare, is much more common.
Common skills – reconnaissance, observation, hunting, combat, flight, wilderness survival.
This will be updated with new races and details when I am able, or when people add creatures I accept. Credit will be given to the person who makes a race not already in the list.
Creators of the races of Elemuntus:
Lord Derikai: Pryoar, naturen, kanatli, ushaka, zubor, valros, keil, Rådjur.
smilingcrocodile: Grodil.
The Carpenter: Bitilo, nechur, kani. Worked on the keil.
SoulCrystal: Amotekun, xinthrī, nolodi. Worked on the kanatli.