Post by The Network on Jul 23, 2009 20:06:48 GMT -6
There are many races in the universe you may encounter or be. Here is some info on them. Be sure to read the Planet info as well, as it has further info on the races.
--------------------------------
Human
Originating from Terra, Humans are quite versatile, specializing in many varied tasks and professions. They come in many shapes, sizes, and colours, and many viewpoints and lifestyles. Their diversity is quite possibly due to the sheer number of them. Most ship captains are Human.
Specializations: Nearly anything.
Likelihood of travelling in space: Very likely. The humans are the most numerous in the galaxy, because space flight technology stems from them.
Centaur
Visual Reference - futureforgotten.deviantart.com/favourites/?11614298
Originating on the planet Antheia, Centaurs are a warrior race greatly interested in astrology, and as such were greatly inspired when space faring humans arrived on their planets. They have a good relationship with the humans and are happy to trade their wealths of knowledge.
Specializations: Teachers, Scientists, and Warriors.
Likelihood of travelling in space: Very likely, due to their love of astrology and the sciences. They will often be found on ships as medics or fighters, sometimes both.
Elves
Visual Reference - futureforgotten.deviantart.com/favourites/?11614300
Also on Antheia, the Elves are a nature loving race, similar but not identical to humans. Main differences include that they are impervious to age or illness, and on the visual note they have slightly pointed ears and are generally taller and more beautiful than your average human. Being that they are immortal, once they've reached the peak of maturity they are ageless, and many are hundreds or thousands of years old. Elves strive for as little impact on nature as possible, and as such have a bit of disdain for the ever spreading humans. However, their recent encounters in space with Goblins have been even less pleasant.
((Note: The aim here is Tolkien-esque Elves, as his writings have influenced modern myth greatly. Please stick to these guidelines and do not create an Anime Elf or some other media's form.))
Specializations: Healing, nature experts, wisdom
Likelihood of travelling in space: Less likely, as Elves prefer the warmth of forests and meadows to the cold of space. When they do venture onto a ship, they may be employed as medics or botanists, and can be very handy in a fight due to their agile nature, though they lean towards avoiding violence at all costs.
Fauns
Visual References - futureforgotten.deviantart.com/favourites/?11614299
Also from Antheia, Fauns are a playful species, loving their nature home, but also quite curious about other places. They're quite agile, their non-human halves allowing them to be great climbers if need be. Fauns do not have particular allegiance or problem with humans, and love to travel in their ships to explore. Watch out though, sometimes they can be devious.
(NOTE: Male Fauns are half goat, while female fauns are half deer)
Specializations: Climbers, Speed.
Likelihood of travelling in space: likely, due to their curiosities and playful natures, they enjoy adventuring in space and those who have become knowledgeable on ships often become mechanics or hired hands.
Dwarves
Visual References - futureforgotten.deviantart.com/favourites/?11614301
Dwarves are experienced miners and love working with stone.
There are two types of Dwarves:
1. The first originates from the planet Heimdall, and are generally dark haired. They live in the mountains there, in great halls carved out of stone, mining rock and precious gems which they are very happy to trade and sell to the humans that have arrived on Heimdall.
2. The second originates on Glacies. Blonde and with bigger, flatter feet than the Heimdall Dwarves (for walking better on snow), the Glacies Dwarves live in caves, smaller than the Heimdall halls, as they are less interested in precious stones and more so in survival. They are still miners, however, but spend equal times battling the elements of their icey planet. They live in smaller groups and are more solitary than their warmer counterparts.
Specializations: Stone, treasures, fighting.
Likelihood of travelling in space: Glacies Dwarves more likely than Heimdall Dwarves, for the reason that the Heimdall Dwarves have a harder time adjusting to the cold of space, due to their hot planet, while the Glacies Dwarves find space rather like a tropical vacation. In space, however, both species can often be found employed as mechanics due to their ability to fit into smaller spaces, but are also hearty fighters and great story tellers.
Goblins
Visual References - futureforgotten.deviantart.com/favourites/?11614307
Sometimes also called Orcs, Goblins originate from Heimdall, where they set up their camps in the dry desert plains of the hot planet. Scrappy scavengers, they have an uneasy relationship with the Dwarves, who they see as people to steal from, rather than barter with. They are a notoriously devious race and are hard to trust, but they are also extremely intense fighters. With Humans carrying other races into space with them, Goblins have recently run into the Elves, and immediately a dislike for each other has been sparked.
((Think LotR Goblins/Orcs. Not the Uruk-Hai, however. They're a different, unnatural breed.))
Specializations: thievery, fighting, petty crime
Likelihood of travelling in space: Somewhat likely. If they can sneak onto a ship or convince someone they belong on their crew (more than likely this would be a less reputable crew to begin with), then they might prove as handy, even if just for low level jobs and having an extra hand on board in a fight.
Merpeople
Visual References - futureforgotten.deviantart.com/favourites/?11649331
From the seas of Corus, the Merpeople are a beautiful race not unlike the Elves in their nature. They are guardians of the sea, and are of course the best swimmers one can find. On land, they can shed their fins for legs if need be, but they prefer not to as they generally find the whole idea of legs quite unnerving. Merpeople come in a few varieties: some whose fins resemble those of a fish, others who have fins like dolphins or sharks, and others with bottom halves of an octopus.
Specializations: swimming, healing, sciences
Likelihood of travelling in space: Very very unlikely, due to their need to be near water, even when sporting legs on land. A merperson in space might only be found on a very large ship or space station that might be able to house a pool or tank for them to relax and sleep in. Also, less practice on legs means wobbly travel even on solid land. Ship legs would prove quite a feat for a brave Merperson who ventured onto a ship in curiosity of the outside galaxy.
Winged People
Visual References - futureforgotten.deviantart.com/favourites/?11649332
They are dubbed "Fairies" by the Humans for lack of a better word on meeting, though there are many names for the winged people of the Corus skies. The winged people spend much of their time in the air, living in homes up in the spired islands of Corus. They are generally human sized, but their wings come in varying shapes and colours, reminiscent of almost every kind of bird or insect wing found on Terra. Winged people tend to be claustrophobic in small spaces, needing the open skies to fly in, however their love of flight leads to a curiosity of the skies past their atmosphere.
Specializations: flight, flight combat, negotiations
Likelihood of travelling in space: Somewhat likely, due to the curiosity of grander skies, though the claustrophobia of small ship spaces leaves many winged people to stay on their planet. Those that do venture onto a ship or two can find themselves quite handy on a ship, though their wings are not much use in battle without an open space to utilize. Their calm natures and appearance (reminiscent of angels) lead them to be great negotiators and peace-keepers.
Were-Creatures
On the planet Nox, the Were-creatures are a diverse set of peoples, whose temperaments and personalities tend to vary depending on the wild mammal forms they can transform into. More often than not, they are hard to trust, having self serving purposes, but many can be friendly, despite the harsh conditions they live in. The most common Were-creatures are of course of the Wolf and Big Cat varieties, and these are the ruling clans that call the shots amongst their people. One would think that the canine and feline clans would be warring, but this is not the case, as the Were-creatures have a much worse foe to worry about: the Vampires they share their planet with. It took a long time for Werecreatures to trust Humans again after their first encounter and there is still an underlying mistrust, but Werecreatures also see Humans as their way off the planet. Werecreatures have a weakness against silver items, however their healing ability is much faster than a regular human.
Specializations: combat, stealth
Likelihood of travelling in space: Somewhat likely, as many were-creatures are willing to leave their dark, dangerous planet for somewhere more pleasant, however their abilities to get on ships are difficult as Humans rarely visit Nox in fear. In the rare occasion that they do somehow get off their planet, they are handy shipmates capable of many tasks, even if they are sometimes untrustworthy and shady people.
Vampires
The foes of the Were-creatures, the immortal Vampires feed on the blood of Humans and as such Human travel to Nox is rare. As the small ancient population of humans on Nox eventually was killed off or turned, wiping out their main food supply, the Vampires turned to feeding off of the small rodents and other animals that roam the land. This of course meant that they were competing for the very same food supply as the Were-creatures, and in fact sometimes accidentally killing a transformed Were-creature in the process (while other creatures suffice, Vampires cannot successfully feed off of a Were-creature, thus making the kill pointless and infuriating the other race even more). When the space faring Humans of Terra discovered Nox, it was the Vampires who discovered their need for Human blood once more, after living for hundreds of years off of lesser prey. Thus began the Vampires' desire to devise as many ways to lure Humans back to their planet, or alternatively, grab hold somehow of their own ships and find their own buffets. Some Vampires, however, have not found their hunger for Humans return, though they are very few.
Specializations: combat, stealth, killing
Likelihood of traveling in space: Very very very rare, and if caught by any other race they are killed off quite quickly to save the rest of the population. They are viewed as pure evil by most other peoples, and only the most nefarious of crews would ever think to knowingly bring one on their ship. A very sneaky deal or contract is generally made in these situations.
(NOTE: Because there are many interpretations of vampires in popular culture, especially in recent times, the following rules will have to be set in place in order to keep a consistant Vampire guideline:
Vampire Weaknesses:
1. Sunlight. Cannot be touched by it. Will turn to dust. Fire will also thus be of more extreme danger and induces fear in a vampire.
2. Stake to heart. The only way to kill one.
3. Winged people. No direct danger, but they cannot stand being near them. Too pure of a creature for them to stomach.
4. Were-creature blood. Poison, not lethal, but extremely weakening.
Not weaknesses:
1. Garlic. They quite fancy it, actually.
2. Religious symbols. Man made pieces of wood and metal have no effect on a vampire unless driven through his heart, stake style.
Biting rules:
1. Vampires cannot bite were-creatures, as their blood is poison to them.
2. All other races and creatures are biteable for food, but only Humans can be turned.
3. Vampires are not eager to turn more vampires, as there is already a shortage of blood for the ones who currently exist. Turning a new vampire is very frowned upon amongst the other vampires.
Other random facts:
1. They are extremely agile and fast, however they do not fly.
2. No telepathic or transforming powers.
3. And last but not least: Absolutely. No. Twilight. Vamps. )
--------------------------------
Human
Originating from Terra, Humans are quite versatile, specializing in many varied tasks and professions. They come in many shapes, sizes, and colours, and many viewpoints and lifestyles. Their diversity is quite possibly due to the sheer number of them. Most ship captains are Human.
Specializations: Nearly anything.
Likelihood of travelling in space: Very likely. The humans are the most numerous in the galaxy, because space flight technology stems from them.
Centaur
Visual Reference - futureforgotten.deviantart.com/favourites/?11614298
Originating on the planet Antheia, Centaurs are a warrior race greatly interested in astrology, and as such were greatly inspired when space faring humans arrived on their planets. They have a good relationship with the humans and are happy to trade their wealths of knowledge.
Specializations: Teachers, Scientists, and Warriors.
Likelihood of travelling in space: Very likely, due to their love of astrology and the sciences. They will often be found on ships as medics or fighters, sometimes both.
Elves
Visual Reference - futureforgotten.deviantart.com/favourites/?11614300
Also on Antheia, the Elves are a nature loving race, similar but not identical to humans. Main differences include that they are impervious to age or illness, and on the visual note they have slightly pointed ears and are generally taller and more beautiful than your average human. Being that they are immortal, once they've reached the peak of maturity they are ageless, and many are hundreds or thousands of years old. Elves strive for as little impact on nature as possible, and as such have a bit of disdain for the ever spreading humans. However, their recent encounters in space with Goblins have been even less pleasant.
((Note: The aim here is Tolkien-esque Elves, as his writings have influenced modern myth greatly. Please stick to these guidelines and do not create an Anime Elf or some other media's form.))
Specializations: Healing, nature experts, wisdom
Likelihood of travelling in space: Less likely, as Elves prefer the warmth of forests and meadows to the cold of space. When they do venture onto a ship, they may be employed as medics or botanists, and can be very handy in a fight due to their agile nature, though they lean towards avoiding violence at all costs.
Fauns
Visual References - futureforgotten.deviantart.com/favourites/?11614299
Also from Antheia, Fauns are a playful species, loving their nature home, but also quite curious about other places. They're quite agile, their non-human halves allowing them to be great climbers if need be. Fauns do not have particular allegiance or problem with humans, and love to travel in their ships to explore. Watch out though, sometimes they can be devious.
(NOTE: Male Fauns are half goat, while female fauns are half deer)
Specializations: Climbers, Speed.
Likelihood of travelling in space: likely, due to their curiosities and playful natures, they enjoy adventuring in space and those who have become knowledgeable on ships often become mechanics or hired hands.
Dwarves
Visual References - futureforgotten.deviantart.com/favourites/?11614301
Dwarves are experienced miners and love working with stone.
There are two types of Dwarves:
1. The first originates from the planet Heimdall, and are generally dark haired. They live in the mountains there, in great halls carved out of stone, mining rock and precious gems which they are very happy to trade and sell to the humans that have arrived on Heimdall.
2. The second originates on Glacies. Blonde and with bigger, flatter feet than the Heimdall Dwarves (for walking better on snow), the Glacies Dwarves live in caves, smaller than the Heimdall halls, as they are less interested in precious stones and more so in survival. They are still miners, however, but spend equal times battling the elements of their icey planet. They live in smaller groups and are more solitary than their warmer counterparts.
Specializations: Stone, treasures, fighting.
Likelihood of travelling in space: Glacies Dwarves more likely than Heimdall Dwarves, for the reason that the Heimdall Dwarves have a harder time adjusting to the cold of space, due to their hot planet, while the Glacies Dwarves find space rather like a tropical vacation. In space, however, both species can often be found employed as mechanics due to their ability to fit into smaller spaces, but are also hearty fighters and great story tellers.
Goblins
Visual References - futureforgotten.deviantart.com/favourites/?11614307
Sometimes also called Orcs, Goblins originate from Heimdall, where they set up their camps in the dry desert plains of the hot planet. Scrappy scavengers, they have an uneasy relationship with the Dwarves, who they see as people to steal from, rather than barter with. They are a notoriously devious race and are hard to trust, but they are also extremely intense fighters. With Humans carrying other races into space with them, Goblins have recently run into the Elves, and immediately a dislike for each other has been sparked.
((Think LotR Goblins/Orcs. Not the Uruk-Hai, however. They're a different, unnatural breed.))
Specializations: thievery, fighting, petty crime
Likelihood of travelling in space: Somewhat likely. If they can sneak onto a ship or convince someone they belong on their crew (more than likely this would be a less reputable crew to begin with), then they might prove as handy, even if just for low level jobs and having an extra hand on board in a fight.
Merpeople
Visual References - futureforgotten.deviantart.com/favourites/?11649331
From the seas of Corus, the Merpeople are a beautiful race not unlike the Elves in their nature. They are guardians of the sea, and are of course the best swimmers one can find. On land, they can shed their fins for legs if need be, but they prefer not to as they generally find the whole idea of legs quite unnerving. Merpeople come in a few varieties: some whose fins resemble those of a fish, others who have fins like dolphins or sharks, and others with bottom halves of an octopus.
Specializations: swimming, healing, sciences
Likelihood of travelling in space: Very very unlikely, due to their need to be near water, even when sporting legs on land. A merperson in space might only be found on a very large ship or space station that might be able to house a pool or tank for them to relax and sleep in. Also, less practice on legs means wobbly travel even on solid land. Ship legs would prove quite a feat for a brave Merperson who ventured onto a ship in curiosity of the outside galaxy.
Winged People
Visual References - futureforgotten.deviantart.com/favourites/?11649332
They are dubbed "Fairies" by the Humans for lack of a better word on meeting, though there are many names for the winged people of the Corus skies. The winged people spend much of their time in the air, living in homes up in the spired islands of Corus. They are generally human sized, but their wings come in varying shapes and colours, reminiscent of almost every kind of bird or insect wing found on Terra. Winged people tend to be claustrophobic in small spaces, needing the open skies to fly in, however their love of flight leads to a curiosity of the skies past their atmosphere.
Specializations: flight, flight combat, negotiations
Likelihood of travelling in space: Somewhat likely, due to the curiosity of grander skies, though the claustrophobia of small ship spaces leaves many winged people to stay on their planet. Those that do venture onto a ship or two can find themselves quite handy on a ship, though their wings are not much use in battle without an open space to utilize. Their calm natures and appearance (reminiscent of angels) lead them to be great negotiators and peace-keepers.
Were-Creatures
On the planet Nox, the Were-creatures are a diverse set of peoples, whose temperaments and personalities tend to vary depending on the wild mammal forms they can transform into. More often than not, they are hard to trust, having self serving purposes, but many can be friendly, despite the harsh conditions they live in. The most common Were-creatures are of course of the Wolf and Big Cat varieties, and these are the ruling clans that call the shots amongst their people. One would think that the canine and feline clans would be warring, but this is not the case, as the Were-creatures have a much worse foe to worry about: the Vampires they share their planet with. It took a long time for Werecreatures to trust Humans again after their first encounter and there is still an underlying mistrust, but Werecreatures also see Humans as their way off the planet. Werecreatures have a weakness against silver items, however their healing ability is much faster than a regular human.
Specializations: combat, stealth
Likelihood of travelling in space: Somewhat likely, as many were-creatures are willing to leave their dark, dangerous planet for somewhere more pleasant, however their abilities to get on ships are difficult as Humans rarely visit Nox in fear. In the rare occasion that they do somehow get off their planet, they are handy shipmates capable of many tasks, even if they are sometimes untrustworthy and shady people.
Vampires
The foes of the Were-creatures, the immortal Vampires feed on the blood of Humans and as such Human travel to Nox is rare. As the small ancient population of humans on Nox eventually was killed off or turned, wiping out their main food supply, the Vampires turned to feeding off of the small rodents and other animals that roam the land. This of course meant that they were competing for the very same food supply as the Were-creatures, and in fact sometimes accidentally killing a transformed Were-creature in the process (while other creatures suffice, Vampires cannot successfully feed off of a Were-creature, thus making the kill pointless and infuriating the other race even more). When the space faring Humans of Terra discovered Nox, it was the Vampires who discovered their need for Human blood once more, after living for hundreds of years off of lesser prey. Thus began the Vampires' desire to devise as many ways to lure Humans back to their planet, or alternatively, grab hold somehow of their own ships and find their own buffets. Some Vampires, however, have not found their hunger for Humans return, though they are very few.
Specializations: combat, stealth, killing
Likelihood of traveling in space: Very very very rare, and if caught by any other race they are killed off quite quickly to save the rest of the population. They are viewed as pure evil by most other peoples, and only the most nefarious of crews would ever think to knowingly bring one on their ship. A very sneaky deal or contract is generally made in these situations.
(NOTE: Because there are many interpretations of vampires in popular culture, especially in recent times, the following rules will have to be set in place in order to keep a consistant Vampire guideline:
Vampire Weaknesses:
1. Sunlight. Cannot be touched by it. Will turn to dust. Fire will also thus be of more extreme danger and induces fear in a vampire.
2. Stake to heart. The only way to kill one.
3. Winged people. No direct danger, but they cannot stand being near them. Too pure of a creature for them to stomach.
4. Were-creature blood. Poison, not lethal, but extremely weakening.
Not weaknesses:
1. Garlic. They quite fancy it, actually.
2. Religious symbols. Man made pieces of wood and metal have no effect on a vampire unless driven through his heart, stake style.
Biting rules:
1. Vampires cannot bite were-creatures, as their blood is poison to them.
2. All other races and creatures are biteable for food, but only Humans can be turned.
3. Vampires are not eager to turn more vampires, as there is already a shortage of blood for the ones who currently exist. Turning a new vampire is very frowned upon amongst the other vampires.
Other random facts:
1. They are extremely agile and fast, however they do not fly.
2. No telepathic or transforming powers.
3. And last but not least: Absolutely. No. Twilight. Vamps. )