BeastofLores
Knower of Worlds
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- (WIP)
- [By Ishtarran]
Orcs do not tend to distinguish between their subspecies by name, rather identifying themselves by clan or country. While the orcs of Dammanzil have had scarce contact with foreign orcoids (usually happening when they've attempted to invade), their existence is not common knowledge to residents of the Isthla, barring some segments of Goblin culture (who had been victim to occasional raids and kidnappings), who usually recognize the Dammanzil purebloods as the orcs. Orcoids are vaguely humanoid in structure from head to hips, below which one finds powerful legs akin to a lion's hind pair, and clawed digitigrade feet. Pureblood orcs have 6'6" to 7'6" females and 7' to 8' males, adults weighing 280+ lbs average. This is contrary to the sexual dimorphism of other orcoid species, which are usually matriarchal in nature, and have been for thousands of years. All orcoids have high bone density, and a related defensive trait, which usually comes at the cost of maneuverability. In the pureblood case, this trait is entirely endoskeletal, manifesting as a segmented plate ribcage and pauldron-like shoulderblades, providing just enough flexibility to breathe effectively and contort to throw heavy objects at short to medium ranges. They cannot reach most of their backs, barely having enough reach to draw short objects from a shoulder mounted container, and thus they typically mount important items to their chest and waist. In addition, they are resistant to venoms and toxins, but have a poor immune system, and thus tend to travel in full cloaked and masked cover while carrying alcoholic fluids for disinfectant. They are almost unanimously loyal to a mercantilistic authoritarian oligarchy known only as the Dominion, which is effectively the scientific and arcane capital of this region, and follow a quasi-feudal hierarchy. The Dominion has an unsteady partnership with Kobon, but no other immediately outstanding treaties at this time.
Arthropodon Arachne | Arachnikind | Spider-folk
While their prehistoric origins are wildly unknown, it is commonly accepted amongst scholars of the Akseer continent that they are native to the region, and likely came from the outskirts of modern day Thera and Nalgog. The highest concentrations of Arachne are in Thera and Behkmarr as the warmer climates of the two regions, and the proximity, allow more migratory Arachne to move comfortably between the locations. All Arachne can vary in appearance but share many features such as a venomous bite, fully formed vocal chords, fangs, and in some cases the ability to produce silk. Silk production is a valued trait amongst Arachne in Behkmarr and Nalgog, but is considered a more primitive trait in Thera. Arachne are predatory creatures and are exclusively carnivorous leading to extremely violent outbursts if left hungry for prolonged periods of time. They have been known to grow from heights as short as 4'1 to 6'3 but generally grow to around 5'6 in modern society. There are tribes of Arachne that still wander the continent Akseer which have been rumoured to be eight feet tall, quadrupedal, and capable of intense silk production but these rumours are considered little more than storytelling turned urban legend.Arthropodon Cleopatir | Shelledon | Shelled men
Unlike the other races of Akseer, the Cleopatir are more primitive in body and less so in mind. Their form is more beast like than the others but their minds aren't any less sharp. Their origins are believed to be from the peaks and bases of the Theran ranges where the jungle and harsh mountains meet rather abruptly. This belief has been supported by ancient structures depicting beetles in a religious sense and subterran tunnel networks that feature many preserved paintings and artworks of early Cleopatir. The Cleopatir are directly responsible for the construction of a verbal language that could be spoken by all of the arthropodon of the region. They are almost exclusively found within Thera but they have since migrated farther away from their ancestoral homegrounds of the mountain ranges to cover the more rocky parts of the country. Many of the Cleopatir are found in the military and while the majority choose to serve, there is a natural bias in the Enosi to forcefully asign wards of Cleopatir descent to military roles. These beetles are six legged and can alternate between walking on all six to walking on their hind legs. They have no hands but do have multi-jointed feet that function much like a large finger would be expected to. These fingers often possess hook like features which allow for a sturdier grip onto porous surfaces and items. They are on the larger side of things growing from 5'4 to 8'2, often growing to around 7'1 or near abouts.
The most common species of batfolk, Kobolds hail from the densely-forested region of Kobon, cradle of one of the largest kingdoms on the continent, Kobon. Kobolds range between 4'10" and 6'1" in height, their average 5'6". Their skin is often a pale tan or bloody red, with albino white and golden yellow occurring in the last two centuries. The limbs of a Kobold are often longer than other races in ratio to the body, the body hunched with little to no fur on their bodies. The Kobolds are known for developing smooth ivory growths on their heads, ranging from round studs on the brows or jawline, thick and stubby spikes on the chin or cheeks, to sharp and long horns on foreheads or the back of their heads. Their faces are lithe and angular in nature. What separates Kobolds from other batfolk the most, though, is their eyes, which can appear as a slits kin to a serpent's to the 4-pointed artistic depiction of a star, the iris coming in hues of sapphire, ruby, and emerald, with silver, gold, and amethyst occurring in the last century.
Kobolds have an astute memory, able to remember even the most minute details decades after. Their naturally-sharp claws and teeth can easily cut and puncture flesh. Although it is a rare ability, some Kobolds can instinctually develop echolocation, allowing them to detect objects and entities and their shapes via sound.
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