Races of Zenitharia


Humansperson - classic human (Plural humans/humanspeoples)


The most common race on Zenitharia, what they lack in abilities and powers they make up for in knowledge and skill.
 
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Jurtite


Jurtite are a race of humanoid insects, typically being species with six limbs, sometimes four. They live in small colonies around the world where every one of them knows and trusts each other like one large family. Most of these colonies are nomads, moving from place to place once their nearby resources had run out. However there is a large town deep in the Jade Forest, it getting the name as the capital of the Jurtite. Because of this new town more and more Jurtite are stopping their nomadic lifestyle and moving to live with other races. Eventually there will be no more colonies, but that isn't going to happen for at least a couple years.


Jurtite are a relatively new race in Zenitharia, only popping up after the Coalescence occurred. It was a result of a nearly extinct race from the other realm infusing insects with their soul to try to save some part of themselves, causing the bugs to rapidly develop. As a result of their magical blood the Jurtite had gained certain traits and the ability to use magic. They also worship their creators, often using small altars to offer a gift as a way to thank them for allowing them to keep up with humans and other races.


Their traits are:

  • Extreme balance - they are incredible at balancing, even being able to stay on a piece of string
  • [SIZE= 16px]Light weight - they are much lighter than other races, though this come at the cost of being weaker than most[/SIZE]
  • [SIZE= 16px]Magic users - they can control a certain element depending on their species[/SIZE]

Example of a Jurtite:


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Da Greenskin


A typical Greenskin, or more commonly known as an Ork, is a large humanoid bulging with muscle, with a slightly more elongated face than the average human, and certainly more vicious teeth and tusks. The average Ork stands from 5'10" to 6'10" for the Orks that win a whole bunch. 


The Greenskins are a race that thrives off battle, and winning. Without either of those, an Ork will lose its muscle mass, and gain unneccasary body weight, losing most if not all fighting capability in them, leaving them a husk of what their proud people should represent. Orks grow in size when they win, whether in competition, fights, battles, or any other sort of physical struggle. Their "tissue" actually grows and develops more and more, creating natural leaders in the clans, allowing the big winners to lead, and the smaller runts of Orks to follow. This causes large swaths of reckless Orks to run up the towers of Godiva and Lucifer, and never return. Not many Orks care however, as the Orkish belief of reincarnation is what causes them to be so reckless in the first place.


Orks are not the typical race of humanoids, as they are not born the way one would expect any living, breathing thing would. Instead, they are more comparable to fungus. When an Ork dies, they release a large amount of spores that burrow deep into the ground to produce an Ork. Orks when first born usually adapt very quickly, as their language learning is on hyperdrive, trying to gain as much knowledge of words as quickly as possible. They sprout fully grown, and can learn a language within the span of a few days of conversation. They are known as "Jabberin' gits" in the ork community, but they quickly learn to keep quiet. Some Orks, depending on the enviroment, already know the foreign language completely. Though, most Orks when sprouted know more than enough to get by, like "Wot?" "Yes Boss!" "Stop muckin' about!" and most famously, "WAAAAAGH!" This is also where the belief that reincarnation exists for the Ork species.


Orks are slightly very mistrusted, as many other races do not quite like the general consensus on them are to stay far, far away from the clans, politics, and general manner towards others, fellow greenskin or not. Though the Bad Moonz tribe don't see this as much of a threat, the Evil Sunz are very displeased, and hope to make racial relations between other civilizations better than before, as mercenary work with the Orks is what they feel is the most peaceful and beneficial to the rest of the world, while the Bad Moonz blindly follow their belief that the world will fall to the great WAAAGH!, another word for war in their language.


Currency is measured by the amount of "Teef" one has knocked out of another Ork, and gold is considered to be useless, as it has no use for weapons or siege engines. Interestingly enough, the Orks have so much gold, that they're willing to give it away for what other races consider to be crap. Large scraps of metal, broken weapons, large supplies of granite. All of these are what the Orks use to create their empire, and their weaponry, as Ork tech is strange, to say the least.


"Teknorkagy" is unusable (mostly) by non-orks, as their contraptions are all powered by belief. If an Nob (an ork in the higher class of ork society) were to drive a siege engine such as a catapult, and not bring any flaming ammunition for it, and a boy (a lower/average class of ork) were to call him out on that fact, the Nob would promptly smack him across the face, and show him the boulders they brought along had been suddenly cast alight. This is the power of mob mentality, as the more orks believe in something, that something will happen, as long as it stays within the confines of reality. They can't go off and topple cities and whatnot with it, lest there be the entire species there, but then "DA CITY, look, why do I 'aveta repeat meself ova an' ova again?" would crumble without the power of belief that the insane structure of the city were to stay sturdy.


Orks also have a steady belief in two gods. Gork and Mork (Or is it Mork and Gork?) These gods are respectively, the god of being Brutally Kunnin', and the god of being Kunningly Brutal. Orks really don't know who is who, but they do assume who is who, and pray to their gods for aid when they need to be any mixture of brutal and kunnin'. Not often though, do the average namby pamby Orks get this, as one would have to be big enough to even have the gods consider the attention of mortals. There are no dedicated churches or cathedrals to Gork and Mork, but sermons are carried in the cry of "WAAAAAAAAAGGH!!!" and acts of god happen on the fields of battle and glory.


The Evil Sunz clan is all about finding the best way to advance the Orkish civilization as a whole, and see the Bad Moonz as neanderthals that wish to pull back their race in general. The Evil Sunz are distinguished by their red banner, and furious sun they wear or impound into themselves or their engines of war. They generally hire themselves out as mercenaries to other races, some sects pillaging ALL nearby towns as they do, others being a little more respectful of others, and taking ideals from the other races. To truly become a Evil Sunz clansmen is to promote the intergration of other races into DA CITY. They are signified by their signature symbol.


evilsunz.png



The Bad Moonz are the opposite of the Evil Sunz, seeking to actively remove or eradicate all other races. Bad Moonz tribes are the Orks who protect DA CITY, and are the merchants and traders of the Orks. Surprisingly, the merchants do not care for other races, and see them as business opprotunities, but the thing that makes them Bad Moonz aligned is the fact that they do not wish to affliate themselves with the races that they trade with if they aren't Orky. What qualifies as Orky is beyond what many would believe, such as being a tough fighter, being kinda dumb, kunnin', and real brutal. To be a part of the Bad Moonz is to say the Orks are the best, and none other can compare. You can hear their thundering feet before you see their banner.


badmoonz.png



Though these two clans have their differences, during times of strife or war, they don their armor and fight for the sake of Ork-kind, whether it be for purposes pure or malevolent.


The Average Ork:


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Cyberbiological entity (AKA Cyber-organism, Cyborg) (Plural: Cyberbiological entity, Cyber-organisms, Cyborgs)


Cyber-organisms are a branch of Humanspeoples that have relied on technology to replace either missing appendages/organs, or to "upgrade" missing appendages/organs. Cyber-organisms are like Humanspeoples but quicker and (thought to be) deadlier. The downfall is that if any cybernetic enhancement/replacement is internally damaged, it will cease functioning unless repairs/replacements are made. Cyber-organisms report feeling a loss of self or less of a life, an dit is theorized that the more a Cyber-organism becomes cybernetic, the less magical attunement/freedom* they have.


*Magical attunement: They either lose all magical ability or lose control of all magical ability. If the latter, cyber-organisms will not be able to control their magical ability and often become a destructive threat.


*Freedom: Cybernetics need someone/something to command them to do something. Even if there was artificial intelligence, they could never grasp the full notion of Freedom, if at all.


@Nunali
 
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Drox


 


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"We are the avatars of change."


 


The Drox are a sapient entity resembling a mage's arcane-induced water summon. These elementals seem to be free-flowing water-like in nature, yet their bodies are actually gelatinous and blob-like, resembling a wave due to their hunched base forms. They live in the deepest corners of the ocean, often favoring deep trenches were light cannot reach them. As such, only little tidbits of information are known about them, all of which are accredited to the few--known as the Dark Reef Dozen--that had managed to reach the dry lands of Zenitharia.


 


According to the Dozen, the Drox are able to live for a very long time--provided that one would stay underwater--reaching up to nearly a millennia due to their slow-paced, low-usage lifestyle. They are peaceful and docile in nature, yet a huge curiosity is entrenched within every Drox mind and society-- the 'above water' organisms, and their way of life. 'How do they live?' is a Droxian question that seems to be unanswered even to this day, as the twelve that had enacted upon their curiosity had chosen to live the reminder of their lives far away from the depths, and continue on in the dry lands.


 


The Drox have many a similarity with most of the major species in Zenitharia. They are a seemingly bi-gendered species, female Drox are purplish and prefer to shape themselves in a curvier form compared to the males, where they are colored blue and tend to be more 'muscular' in appearance.


How they reproduce is a mystery yet to be answered by the Dozen.


 


They are masters of the tides, as even the most powerful of water spells hold no significance to what a learned Drox can do. Capable of manipulating not only water itself, but any inorganic compound be it in liquid, gas (steam, water vapor) and solid (ice) states, including the ability to change them from one state to another. This ability also allows them to contort and shape their bodies at will, as such they can mimic various organisms or objects to an extent, or form their bodies in a way to suit their liking, though this requires a greater amount of skill and effort for a Drox to use extensively. Their body's adaptive qualities have been cited as a reason as to why the Dozen have been able to live for so long without any steady source of liquid water whatsoever, as even the twelve were surprised at their elemental affinity at first.


 


It is unknown whether or not the Drox is a species that predated the Coalescence, or was brought to life along with it as even the Dozen are unsure, and so their origin is a popular topic amongst historians and researchers alike.


 

 
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~Neol~




 


The Neol are a race of human and animal hybrids, it is unknown to many as to how this had come to be however it is clear enough that after centuries of discovery; the Neol are a highly intelligent race that have built much of the technology of communication to transportation that had been used in the past as well as even to this day. The Neol have never been known to be the type to fight directly hand-to-hand or directly face their enemies; they have always been known to use whatever they build to protect them in anyway, although they much prefer to solve problems by talking about them and possibly finding a peaceful way out of any possible issue. However, this does not remove the fact that due to their animal attachments from birth; they retain the ability to use whatever their animal parts are to their advantage such as those who are born with cat-like parts such as ears or even tails have much higher reflexes and are highly much more agile than the normal human or other Neols.


 


Originally, the Neol have always lived in a large village far from much civilization; although due to their own intelligence, they were always able to use whatever they had at their disposal of nature create and craft whatever they might need to make their lives easier. The Neol are well known for their constant traveling and never ending urge to achieve further knowledge, however once they had come across a large portion of land that has now been known to this day as Heyley; the Neol had actually decided to halt their continuing venture to begin settling down there for good. At first, with the little equipment they had their disposal at the time; the Neol were unaware as to how they were able to gain much of whatever they built and crafted to gain energy to run them. Soon enough however, as the once empty land grew to a small village and soon enough turned into a town; with the increasing inventions being created each day it was only a matter of time that the many more intelligent Neol had began to discover that underneath the group of their town was actually a large crystal that was strangely powering all of their equipment without the need for the use of other natural uses of energy but as well as recollecting it's own energy in an unknown way. Even with this large discovery to the Neol, they were wise enough never to overestimate the power of the crystal and always making sure to use it only when it was most needed, taking whatever they could as a natural resource rather than only relying on something they had not fully done research yet about.


 


As the years had passed and soon enough the day of the invasion of monsters and other dangerous creatures started to come into the land as well as demons and such; it was almost a clear fact that the Neol were going to go extinct. They did not have the power to fight back against large overwhelming numbers, especially considering what they were up against. Near the end of their final moments though, the crystal itself had began to react in a strange manner that it began to shake and tremble the very ground of what was now the city of Heyley before soon enough rising a gigantic part of the earth itself out from the ground and straight into the air by several thousand feet. The only thing keeping it up were four massive chains hooking themselves into four corners while a large barrier was all that protected the city from being demolished by the very two overwhelming forces of Godiva and Lucifer.


This did not mean that the Noel had gotten out of the battle unscathed, although the people had not gone extinct; they were cursed by the very two powers they were being defended by the crystal. They kept their form, their kept their intelligence and resources but with the curse came the fact that one; although they were not able to see it, they were physically and spiritually chained and constantly put through shocking and intense amounts of pain mentally and physically every once in a while. Followed with this, the chance of having children for a female Neol had been dropped down to a near 15 to 25% chance that the child will actually be born while the rest of the chances are that the child will go into stillborn; this has another type of way that the two forces have come to a possible chance of making the entire race go extinct.
 

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