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Steampunk Setting- Wanna Make A Race?

Started by CaptainPenguin Jun 1, 2005 29 posts Locked

  1. Steampunk Setting- Wanna Make A Race?

    #1
    CREATE A RACE!

    Maggot, I'm stealin' your idea!

    I invite everyone, and I mean EVERYONE, to create a new race for my steampunk setting.
    But wait before you post, because I have guidelines.

    The GUIDELINES!

    1. It Must Be Strange, But Not Too Strange
    This seems contradictory, but let me explain: I want new, unique, strange stuff that will make people say "Hey, cool, that's new." I want stuff that's unusual- tall fly-men with human bodies and faces but with compound eyes, fly wings, and long probosci; worm-people in which the males are just giant grubs with human faces, while the women are human-looking but with bizarre genitalia; vine-folk with long, thin bodies made of thorny vines; feathery, humpbacked crow-folk; two-faced (not two-headed) beings... These are the kinds of things I want.
    But keep in mind, that nothing too strange- I don't want any walking spiky barrels, or giant tentacle bundles. Nothing psionic, or two-bodies-one-individual types, and I don't want any repackaged lizardmen or anthropomorphic types. I can do that on my own.
    As for the race's origin... Nothing extradimensional. Aliens, I could probably work with. But nothing from "the Ethereal Plane" or what-have-you.

    2. It Must Fit
    It can't be something that is something really out-of-sync with the rest of the setting. It has too fit in, at least somehow, in some way. This ties in with the above.

    3. Not Too Powerful
    Not too many crazy powers. It's fine if the race can see in the dark, crawl on walls, fly short distances, breath water (I'd enjoy aquatic races), talk with their minds maybe, other stuff of that nature...
    No superhero-ish powers, no psionics (like I said), no supermagic, no instant killage.

    4. I Have Final Say
    I have the final say on your race- I will decide whether or not to include it, and if I want to keep the race but change a detail or two, I'll do it (unless you object stridently and give me a good reason).

    So... If you're hankering to make a race, why not submit to help me out?
  2. Steampunk Setting- Wanna Make A Race?

    #2
    Until I think of something - why not take a look at one of the races I posted in the Sex, Chainmail and Dice topic?

    Waaaait! Inspiration coming up! (though, you can still check that topic)


    The Dunshar

    In the 'nude', the Dunshar are just amorphous masses of jelly, moving around on gossamer-thin pseudopods, the only distinguishing features being several colorful eyes on stalks as well as two antennae, very sensitive to sound and smells.
    Rarely do they remain in this state though. Being able to grow thin tendrils through mud, earth, stone or metal, they can animate it and use as a body to shield their fragile self.
    The weakest and youngest individuals are able to animate only light soil and mud, and it takes rigorous training to proceed to dese eart and clay, or terracotta and brick. It takes a real feat of will to bring stone to life, and metal is beyond most of the species.
    Once an individual makes a 'matter-transition', or Herar, as they call it, he can animate bodies of his 'new' matter with ease, but those he abandoned are forever beyond him - a Dunshar clad in steel will do with nothing less: stone and earth are dead to him.

    Their bodies will be of two distinctive types: if he assembled it himself, the Dunshar will use his tendrils and will to shape the body to his liking over time - at first, he'll look like a mass of rubble. If he flowed into a ready statue, he'll have much less work to do.
    Thus, wealthy Dunshar will order pre-made bodies from great artists, though some of them reject this practice as lazy and fit only for weaklings.

    The size and number of appendages a Dunshar can control depend on his intellect and ability to concentrate. A stupid and distracted one will wear a body the size of a kid, with three or four legs to stabilize it, and one manipulative appendage. A wise one might be able to awaken a statue the size of a horse, and control six arms independently of each other.

    This is no purely magical ability per se - the Dunshar truly grows through the entirety of the statue with myriads of tendrils and veins, and the special properties of his body make it malleable. If he wears a heap of rubble, it's his body that holds it together... they're quite strong, but easy to burn, cut, etc. when nude.

    A Dunshar can only breed with those wearing the same or similar material as him - they will try to make spectacular and elegant bodies as to attract mates, compared to the more practical ones worn during everyday life.

    Their society is structured along lines that come naturally - an able individual will don a better body, thus their representatives and rulers are elected from amongst the stone- and steelclad.
    They place a great emphasis on learning and science, as well as the arts, supporting and encouraging scholars and artists to tend to but their pursuits, the state taking care of them.

    Other races are likewise a subject of study for them, but the Dunshar themselves don't want to be seen nude, physically or metaphorically, thus they reveal little of their doings to foreigners, trying to appear distinguished and formidable, seldomly crossing inter-species borders.
    Still, their glass- and crystal-clad emissaries, having shaped their body to the likeliness of the natives, are seen at many a court or parliament, representing their nation and studying the ways of the foreigners.
  3. Steampunk Setting- Wanna Make A Race?

    #3
    And... you know what? Perhaps you could use the Chakats from that sci-fi setting of yours. :D
  4. Steampunk Setting- Wanna Make A Race?

    #4
    I've got two possible races in the pipe line myself. Give me a couple of days to flesh them out.
  5. Qwards

    #5
    History: The Qwards were just another type of goblinoid race -a bit more odd than most- living in the cramped dark spaces. While durrable and intelligent, they could achieve no level of dominance. They are relatively weak. Upon the advent of Technology, their natural aptitudes came forth. They are technically inclined. Their ancestors' odd lifestyle has given them an impressive three dimensional memory, an instinct for vibration/ forcesm and the ability to climb inside machines.

    Appearance: They are humanoids are between one foot to two feet fall. They are greenish in hue, with oversized eyes, maniacal grins, and long limbs. Their feet and hands are identicle, allowing them to manipulate with all four limbs. Their skin is damp. With the correct pressure applied, it allows them to stick to almost any surface.

    Their bones, if they can be called that, are flexible... almost unbreakable. This not only allows them to take a great deal of impact trauma, but it allows them to contort in a number of unnatural positions. They can also be stretched to unnatural positions. With these abilities, they can squeeze themselves in almost any space.

    Mentallity:
    Their personality has been likened to that of a Jackal. They are scavengers, pack orriented, and vicious (when they think they can get away with it). In more civilized packs, vicious is more social - insults and taunts- than agressive. They are instinctively cowardly unless they are in large numbers, generations of being "low beings on the totem pole" has bread that into them.

    They have been poor for so many generations, they are almost more comfortable scavenging than earning a passible living in a machine shop or engine. A task which they are infinitely suited.

    They dislike wide open spaces. Their eyes dislike full sunlight as well. They are most happy in dark, cramped spaces, preferably with moist steam. Steam Works are ideal.

    Their unique gifts were unappreciated until the advent of Technology. Their durrability, flexibility, and mechanical aptitude makes them exceptional mechanics. They can repair many devices and engines from the inside and while the machine is still running. Many will use this talent to help people build machines, while others will use it to strip them bare so they can sell the parts (or re-use them in their own machines).

    They have a little magical gift. This is not enough for them to be sorcerrers or arch mages, but enough for them to work engine magics.

    This race was born to be engineers.

    I will add more in a bit
  6. Steampunk Setting- Wanna Make A Race?

    #6
    Ru-Men

    Ru-Men are an old race who dwell throughout the area encompassed by the Hundred, but are most plentiful in their traditional homeland on the Andraverly Mountains on the west coast of the Heavy Sea (northward of Peklichr). They live in small "nests" of 10-20 individuals which generally lie in the mountains or cliffs. Many call them the Crow Men or the Jackdaw Men, while others refer to them as the Black Mountain Bastards.

    Ru-Men, physically, are taller than men, with a thick build, and strong pectoral and shoulder muscles but rather weakered leg and arm muscles by comparison (this is a vestigial characteristic; they once had wings, as mentioned later). The Ru-Men have bird-like heads with large, curved, yellow "slit" eyes and thick, slightly curved triangular beaks. Their bodies are covered in layers of feathers which are longest on the shoulders, crotch, and breast area. They have thick bodies with necks sticking between their shoulders, giving them a hunchbacked appearance, with long arms and short, stroke-legs which bend backward like a birds. Ru-Men have dark, shiny feathers; most Ru-Men have black feathers, but there are also variations of dark blues and browns, and sometimes, a dark grey, a very rare color which is variously considered a lucky omen or a sign of dishonesty. Ru-Men have four sexes- males, females, armales, and igmales, all of whom are necessary for the production of young Ru-Men (who are born live). Ru-Men, very, very long ago, had wings. However, they have become more lizard-like over time. Original Ru-Man legends state that their wings were lost when they were kept in cages by the Giant Masters during their Ancestral Troubles.

    Ru-Men, despite their awkward, too-muscular bodies and short legs, are much faster than any human over short distances, and tend to have more outright strength, as well. However, when it comes to endurance, they have far less slow-twitch muscle, and will be beaten in long-term competitions. Ru-Men are a non-magical people, and find other race's use of magical skills to be variously awe-inspiring or unnatural.

    Note to submitters:
    I guess I'll say okay to anthropomorphic races, since I just made one, but try new things- butterfly-people, mindful seals, rhino-tribes, sloth-folk, intelligent mantises; unusual animals that haven't been done before. Oh, and I totally call centipede-folk and peacock-people.
  7. The Jabbaru or rhino folk

    #7
    Towering giants that stand well above 15 feet,these inhabitants of the great grasslands that border the most remote boundaries of the nation of Xhiklus,are an intimidating cross between humanoid and rhino. Their massive heads resemble those of a rhino,but they possess the hunched,hulking lower bodies of a humanoid being,and are endowed with the ability to fashion and use tools with their huge,three fingered hands. Often called ''the Grey Monsters'' by most people of the Hundreds,they are a force to be reckoned with.

    The supreme ruler of the rhino folk is the ''Pulosh'',or ''Son of Eshula.'' Other titles for him include ''Ruler of the Grasslands'' and 'Sire of many''. He is believed to be the earthly vessel that houses some of the essence of Ehsula,the eldest of the Spirit Guides the rhino folk revere,and is thus worshipped as divinity made flesh. This means that he needs the consent of no one to act as he feels is right,though the druids and earth-shapers are highly regarded by him and often counsel him on important matters.

    The royal title of Pulosh is not inherited. Eshula chooses to place part of him in the one that he sses fit to house his essence. This can be anyone,from the son of a druid to the child of a humble forager.

    When the current Pulosh dies,there follows a month of mourning when everyone ceases to forage for food,choosing instead to mourn the departure of Ehsula's vessel. The druids keep the people fed by encouraging grass and fruit to sprout around abundantly around the homes of the Jabbaru. The body of the Pulosh is kept for 10 days during which the druids perform the final rites and appeal to Eshula to return soon.Then the dead king is carried forth from his palace to the huge earthen mound where he will be interred.

    For the next few weeks,the druids are in charge of ruling the kingdom until the sacred day of Gosh arrives. This is day when the new Pulsoh is chosen. All the young males of the land are summoned and made to line up before the great earthen lunar temple some distance away from the grand residence of the Pulosh. They stand there totally silent,until a druid on the top of the temple sights the red star of Tarsis shooting across the sky. Tarsis is regarded as the vehicle of Eshula that carries him as he roams the skies above,searching for the mortal that will have the honor of serving as his divine vessel. When the star finally vanishes from sight,immediately all the eyes of the assembled young males are illuminated with torches. The one who has Tarsis reflected in his eyes is declared the new Pulosh. He is then carried by the rest gathered there to his new home to enjoy a new life of great comfort and luxury. The very next day,a week of celebration is declared. Great platters of food are brought forth by the royal staff for a feat held for all his subjects that takes place in the great halls of the Pulosh's residence for every day of the week. The Pulosh himself appears before them to bless his people with the divine grace of Eshula and gifts are given away. He has of course,good reason to be happy.

    As well as being give the best of what the kingdom has,he also has the preveliege of impregnating the choicest young females of the land,in order to give his people capable offspring that will help them greatly. However,if he female that he desires has already chosen another male,the Pulosh like any other male,must follow the dictate of tribal law and prove himself worthy of her by challenging his rival to the time honored duel where each tries to to topple the other with his huge horn. If the Pulosh wins,the female is his. If not,he must accept the outcome and settle for another female to be his concubine. In these cases,the sister or cousin is usually offered to the Pulosh,since it is considered rude to leave the Pulosh empty handed for all his trouble.

    Children sired by the Pulosh are greatly honored in Jabbaru society. Indeed,many of a Pulosh's offspring go on to join the Druid priesthood which accepts only those with a gift for wielding the elements,and contribute greatly to the Jabaaru kingdom,something attributed to their divine progeny. Like all Jabarru youngsters,they are raised by their mothers and never see their sire,for the Jabbaru feel that a male's work in parenting done when he plants his seed in a female that catches his eye.

    Directly below the Eshula and the druids,are the provincinal nobility or Chiefs that govern and protect the various Jabbaru villages from any reprisal human raids,in addtion to enforcing tribal law. Each High Chief is in command of his own army that is drawn from the ranks of willing young males that are eager to guard their people from raids by external foes.

    Females stay with their mothers until they decide to take part in the great breeding orgies of the mating seasons,but males are driven out upon reaching maturity,forcing them to start a life of their own. Some of them choose to live alone,while others join groups made up of young males that live together,forming a brotherhood of sorts. Often wild and lawless,these brotherhoods,for the sake of stability and order,are strongly encouraged to join the armies of the Jabbaru where their hot blooded tendencies can be put to good use.

    Jabbaru society is generally free,with no slavery allowed among them. All compelled labor is done by human prisoners taken in war,since prisonsers among them simply do not exist. All criminals and law breakers are either banished or executed. Furthermore,females are allowed to try their hands at the same things as males. The Society of Bards and Loremasters of the Jabbaru who are much esteemed for their preservation of the oral history of their people and second only to the druids in esteem,boast a large number of females among their ranks. Even the druid priesthood has been known to appoint elected talented females as head of its order.

    The Jabbaru wear no clothing of any kind. However,they do enjoy bedecking themselves with gold jewelry,given the abundance of gold in the Jabbaru lands. Males wear giant torques around their thick,powerful necks while females prefer giant hoop earings that are said to make them more desirable to males.

    Miltary wise,the Jabbaru are among the most warlike and powerful of the non-human races in existence. Extremely hostile to all humans whom they revile as ''blood drinkers'' and ''flesh eaters'',the Jabaru often mount raids into the border lands of Xhiklos to sack and raze the human farms they find there. As far as the rhino folk are concerned,these settlements constructed by the hated blood drinkers,are no less than debased concetration camps where their fellow herbivores are killed off in horrendous numbers by vicious,beastial humans. Thus,it is their manifest duty to help clear this blight off the face of the earth whenever possible,a mentality that has led to frequent border skirmishes with the armies of Xhiklus and at times,even attempted invasions of their kingdom by the latter. Fortunately for them, the Jabbaru have always managed to fend off all attempts to put them under the despised human yoke. This is something of a surprise for their arrogant human foes,as by the standards of the Hundred,the rhino folk are very primitive,stepping into battle with only their famous stone maces and flint tipped javelines.

    Having shunned the path of technology that the foul humans have so aggresively pursued,the Jabbaru despise arcane human weapons are tools of evil sorcery that are employed by foes too vile and cowardly to engage the enemy in honorable war fare. Thus,rather than stoop to the level of the hated blood drinkers by employing their dark instruments of chaos,the Jabbaru rely on their massive strength and great knowledge of the grass lands to lure enemy detachments into devastating ambushes. In one of their greatest victories ever against Xhiklos,their Pulsoh,Ghia-Ul-Hulk and his brave warriors massacared 17 thousand of the Diktator's soldiers and a senior High Kommander,showing the ruler of Xhiklus that the Jabbaru were no hapless savages to be crushed like an insect.
  8. Steampunk Setting- Wanna Make A Race?

    #8
    8) The Jabbaru I like. Well-written they are, almost spring to life they do.
  9. Steampunk Setting- Wanna Make A Race?

    #9
    Thanks,Echo. I hope the next race I create will be just as good. :)
  10. Steampunk Setting- Wanna Make A Race?

    #10
    For the last three weeks, I was thinking about creating a "minor race" thread, where you could put small write ups for minor races, or races with only a basic write up without the huge posts and labored responses of a full racial thread. If I did that, I think I would link back to these posts and a few others. If you think such a thread is a good idea, PM me back.
  11. The Seto

    #11
    If you're having trouble visiualizing the Seto, take a look at the character Red XIII from Final Fantasy VII, on whom this race was based.

    The Seto are a fierce warrior race, who, in these days, have shrunk to a tiny fraction of their former population. Dwelling in and around the area of the Falling Star Canyon and the accompanying Red Desert, the Seto are rarely seen outside of this area, which is often referred to as Seto-land. The rich of the Hundred pay vast sums for Seto "talking-pets" from slave-traders, and Seto cubs, raised docile and subservient, are even more expensive. The Seto are often called Talking Lions or Talking Wolves, or sometimes simply Red Wolves.

    Seto resemble nothing so much as smallish, thin wolves, or very thin and wolf-like maneless lions. They have lionish faces, with longer snouts, and strikingly human-like eyes (though Seto would say that humans have strikingly Seto-like eyes). Seto do not grow long coats of hair, like wolves, instead having the short body fur of lions; they have manes, but their manes run along the tops of their necks and heads like those of horses or mules rather than lions (Seto warriors spike their manes into large mohawks). Male Seto are generally quite a bit larger than females. Unlike most intelligent races, Seto are not able to go on two legs, and in any case, they consider the bipedal state to be somewhat unnatural.

    Seto have a highly decentralized, very nature-based lifestyle. Most Seto roam almost their entire lives with their parents, or, later in life, with their mate, and rarely, if ever, encounter other Seto. These pairs have a hunting-based lifestyle. Seto strongly respect personal freedoms and are highly tolerant in outlook. As one of the largest conflicts in Seto society used to be territorial conflict, and because in the past, meetings between Seto males often ended in conflict, the Seto are by nature extremely polite and self-effusive. However, Seto are also warlike (another extension of their territorialism), and have a strong warrior tradition- both male and female Seto cubs are taught the Path of Seto (the way of the Seto warrior).

    Seto originally ruled a region all the way from the Red Desert (centered on Falling Star Canyon) to the Chapan Jungle to the grasslands on the edge of the Oxhidaizhen Plains. However, encroachment by Humans, and by Jabarru on the grasslands has shrunken their territory to it's now fractional size.

    Seto speak Ghanaghana, a language which has been described both as "barbaric" and "noble". Xhiklusian proponents of the "Grasslands Nobility Theory" note that Ghanaghana has approximately 15 adjectives relating to or similar to "virtuous" (examples: ubenene, tuwunene, ghunesoto), while only 3 could be considered to relate to "warlike" (examples: zenene, panezene, tsutseto).
  12. The Daharvati

    #12
    South of the Heavy Sea and north of the Sullen Sea,lies the shimmering and shifting sand dunes of the Great Dessert. It is through this harshly beautiful landscape of sand storms,wind sculpted red-stone formations and lush oasis that the great steam powered railroads and trade routes on which the trade of the Hundreds relies heavily,pass through on their way to the distant markets that await the merchants and traders travelling through them.

    The Great Dessert is also home to the unruly and rambunctious Daharvati that frequently ambush and rob the trade trains carrying precious cargo and bullion. Apart from the inhabitants of the bizarre wandering city of Zazi that roams eternally through the wastes of the dessert on its hundreds of huge steam powered legs,these non-human folk are the only inhabitants of this wasteland. Organized into dozens of tribes and clans,the Daharvati are known as the 'Sand Raiders' or 'Dune People' by the people of the Hundred.

    The Daharvati bear a striking resemblance to large kangaroos forced to breed with apes by some deranged scientist. Though they have the powerful back legs and slender muzzle of a kangaroo,the elongated hairy arms that sprout from either side of their powerful,rounded chests are distinctly simian,as are their broad intelligent foreheads and the little pink rounded ears found on the sides of their heads. And their large brown eyes gleam with a sometimes ferocious intelligence that one would never see in the peepers of a kangaroo. Their pelts are also an eye catching contrast,with the fur growing on their lower halves a short,dun brown,and the one covering their arms,chest and legs,being a much thicker,somewhat matted black.

    The relationship and vast differences of personality between the male and female Daharvati make their society an interesting engima.

    Males are a little larger than females are by far,the more aggressive and ill tempered. Extremely quick to violence,they are cursed with the twin burdens of a violent disposition and a tendency to get easily startled or unsettled. This would generally mean that spooking or upsetting a male Daharvati in any way would be a very bad idea,since all it takes is a simple 'boo!'' to get him in a fine old homicidal mood. The teen years are especially trying for a young male Daharvati as that is when his temper seems at it's worst,flaming up over the most trivial matters. During that period,only their fathers can keep them in check with a glancing blow or two.

    Females by contrast,are very cool headed and level. Though smaller,they assume most of the leadership positions in the tribe,due to their ability to keep their heads in any crises. This gives them the ability to command and keep the wild males in check who would otherwise kill themselves off. It would seem odd that the smaller females are able to keep such a firm grip on the larger,more physically powerful males. But those who know anything about the Daharvati,can tell you that females by far,are the better fighters,thanks to their discipline and the poison secreting spurs protuding from their hind legs that only they possess. Even the most quarrelsome male will try his best not to make a female mad.

    The rank and age of a female can be divined from the wide swath of silver fur running down their backs. This is something that females develop as they grow older and the most senior and high ranking ones have the widest streaks of silver.

    Daharvati females are egg bearing and lay a single large egg about the size of a football,a few days after mating with the most robust male who proves himself to her by defeating his rivals in a brutal slashing match. Her duty as a mother ends there and she leaves the task of nurturing the hatchling to her mate. This is not as disastrous as it sounds. Despite their savage temperament,most male Daharvati are loving parents that keep their newly hatched infant safe in a loose fold of skin hanging from their bellies,called a pouch,until they grow big enough to wander on their own without supervision.

    The Daharvati are nomads that wander through the dessert endlessly,stopping only at oasis to water their herds of great,shaggy Mustang,animals that resemble giant yaks with four legs and a long,spiked tail. In the interest of avoiding uneccessary warfare among themselves,most Daharvati tribes have decided to share the use of these oasises,though fights and Mustang snatching raids by young males still happen from time to time. But these occasional lapses are shrugged off by ruling female chieftains that feel young males will always be young males,despite a chieftain's best efforts to rein them in.

    It is a pragmatic mentality,one that allows the the Daharvati to focus on more productive fighting:yes,the robbing of some of the less well defended trade trains that chug into the Great Dessert. Though many merchants are well aware of the dangers the Sand Raiders pose and have the foresight to to guard their cargo well,there will always be those too stingy to spend any money on hiring mercenaries to accompany them on their journey into the the Great Dessert. It is them that the Daharvati attack. Always they choose to do so under the cover of sand storms,their billowing robes of cured Mustang hide and thick,brush-like eye lashes protecting them from the worst of the flying sand. The more superstitious of the travelers that cross through the Dessert,claim that the Sand Raiders have the ability to whip up sand storms,an ability attributed to to the desert spirits or jinn that their shamans worship.

    A Daharvati ambush is truly the stuff of a traveller's bad dreams. A raiding party of male warriors led by a female leader,first dismantle part of the railway,forcing the train to grind to a halt,then wasting no time,begin to attack with a swiftness terrible to behold,slashing with the great curved claws of their back legs at soft human flesh,while discharging cross-bow bolts and lobbing crude bombs simulteonously with their dextrous ape-like arms. The execution of the attack is precise and brutal,the female using her authority over the males to keep them from getting too carried away,it being important that the looting of the cargo is done very quickly. Then they vanish back into the sand storm as silently as they emerged.

    So hated and reviled are the Daharvati among those whom must travel the Dessert,that that in the unique vocabulary of swear words and slurs these rough merchants and traders use so liberally,the word for 'Sand Raiders' has also come to mean 'bastards' or 'dirty thief'. To call another merchant one of the 'Sand People', is extremely rude and is seen as a scathing attack on the integrity and character of said merchant.


    Coming soon:The Surash
  13. Steampunk Setting- Wanna Make A Race?

    #13
    So Captain,what do you think of the Daharvati?
  14. The Monroi

    #14
    Pride. Strength. Skill.
    These are the values of the Monroi, woven into their very being - for them, battle is not just self-preservation, but a need.

    Six to seven feet tal, the Monroi appear like walking twigs - they are extremely slender, actually emaciated, with their veins, muscles and tendons showing under their silvery skin. The attachment points of their muscles on the bones are more pronounced, likewise their thoracic and pelvic bones are larger, as to offer better leverage to their musculature, enhancing their slim appearance even more. Despite this, they possess great strength and resilience, as their flesh and bone are surprisingly durable.
    Their posture is digitigrade, leaving four apendages to manipuate and fight with - two of their arms are long manipultors with six variously opposable fingers, while the other pair has only four fingers and one clawed talon that can be hidden in the forearm when not in use, protecting its razor-sharp edge.
    Like the rest of their bodies, their faces are almost skeletal - pronounced cheekbones, no apparent nose and large colorful eyes are accompanied by long pointed ears and feelers where a moustache would be, as well as two bony ridges on their head that protect arrays of sensitive antenae that resemble mohawks when extended.

    Monroi females mature normally and are considered grown up at an age of 20.
    The males have a more difficult time at this - they are actually neuters until they go through three 'Fires' or 'Pyres', or stages of maturation. These are triggered when a Monro male enters a cold homicidal rage when in combat against another male in the same stage of maturity, and defeats him. The pheromones shed during such an encounter set a positive feedback loop in motion that leads to the shedding of even more pheromones and the induction of changes in the body. Finally, the death of the adversary sets free the final component necessary to trigger the Pyre.
    Some males need to pass but one such combat to proceed to the next stage, others need to win as many as seven.
    The presence of more mature males generally dims the aggressiveness of the youngsters somewhat.
    A curious fact is that the combat and victory against a member of the same species is not always necessary for the transformation - sometimes it is sufficient to find an able member of another species and defeat him in combat - a weak empathic sense and observation allowing the Monro to determine whether a would-be opponent might be sufficiently tough to trigger the onset of his maturity.

    The immature males tend to everyday tasks and labor, while those more mature will direct them, and the adults assume positions of leadership.
    While less directly aggressive, their females establish a social standing amongst them through intrigue, social cutting and backstabbing.
    There are no marriage customs per se amongst the Monroi: the males live solitarily, tending to matters of state and business, beong courted by the ladies by night: it is a sign of prestige to mate with a prominent male.
    When not actively vying for the attention of a male, the ladies will group up in pairs, rarely triplets, to show affection and intimacy to each other, the time of the males being not sufficient to actually care for a woman, though the more considerate send presents or sometimes seek the company of the most pleasing ladies during their spare time.

    Their society is a merciless meritocracy, with the strongest claiming the most resources - no social care whatsoever makes for a rather cruel society that sheds all but the most cunning.

    Like their are towards their kin, so are they towards neighbours: calculating and cruel, enslaving and raiding, exploiting resources to fuel their huge spire-cities, places of heavy industry clouded in permanent fog and fumes.

    The monroi like it warm and moist - to that end, they heat their cities, and warm huge vats of water to fill the air with steam. All private and public places will have water courses and pools.
    To be comfortable in dryer regions, the Monroi used to wear the skins of other creatures, flayed and kept from decomposition by secretes of their bodies, while nowadays, they use tightly fitted leather, goggles and cloaks, most often only their antennae and ears will go unprotected - many of their servants never see their lord face-to-face.

    A monroi wil adorn himself with tokens telling of his achievements, like the number of kills, his wealth, charms granted by those consorts overly content with his performance, all to show off his ego.
    To prevent unnecessary infighting, all Monroi of higher social standing will follow elaborate codes of conduct as to avoid insulting the pride of another. Thus, dealings with them are very difficult, for you never know when a seemingly innocent remark will make them unsheathe their 'pocket-knives'.
  15. Steampunk Setting- Wanna Make A Race?

    #15
    I like both the Daharvati and the Monroi... Very cool. :)
  16. Steampunk Setting- Wanna Make A Race?

    #16
    The Monroi have to fight and kill each other to mature and have children.Do their laws reflect this?
  17. Steampunk Setting- Wanna Make A Race?

    #17
    Heh,heh,wouldn't it be just so fun to see the Daharvati invited to a Monroi function? It'd be like Norsemen attending a feast hosted by Mongols.

    :lol:


    P.S:Captain,once I get some input I need,I should have the aquatic Surash up in a couple of days. I think you'll like them.
  18. The Surash

    #18
    The Surash are without doubt,the most distrusted and least liked race in existence. Know for their slippery and conniving nature,their greedy,manipulative ways have given rise to a popular saying among the people of the Hundreds:After experiencing the deceit of the Search,one will smile upon the honest,barefaced greed of the Monroi. It's a good measure of just how unpopular the Surash are,that most of them would rather have commercial dealings with their foreign aliens,rather than with their own kind.

    Some of the more ignorant say that the innate foulness of the aquatic Surash are reflected by their loathsome forms. And in the case of male Surash,this is certainly true. Ugly drab green beings that would make the stomach of the most hardened adventurer turn,they have the repellent heads of giant snapping turtles,while their paunchy torsos end in squat toadish legs. A horizontal row of five thick tentacles sprout from their bulging bellies,each of which branches out into squirming little weblike appendages that are almost as good as human fingers,if less pleasing to look at,and their soft backs which contain vital organs like the heart and liver, are protected by hard turtle like carapaces. The latter are extremely resistant to violent blows and are stronger than the most durable human armor available.

    The overall disturbingly hideous image is completed by a bright purple fold of skin housing the complex biological apparatus of lungs and gills,that dangles from their ugly chins and the gaping pores of their skin,which ooze an extremely foul smelling greenish fluid Some say that this substance,or 'Surash sweat' as the common name for it goes,contains a powerful toxin,though none know this for sure.

    These males,to most simpletons,are the only kind of Surash around. It would surprise and even shock them,to know that there are female Surash in existence. And very lovely ones at that

    A beautiful wrapping often conceals a rotten gift: this could not be more true in the case of Surash ladies.
    Truly, outwardly they are worlds apart from their repulsive mates - tall and slender, moving with grace unsurpassed, like dancing flames, they flit hence and forth through their underwater cities like sparkling gems. Their bodies extract metal ions from water and concentrate them into pigment, making them shine and sparkle.
    Their childlike faces, with eyes the color of the rainbow and sparkles and pouty lips, play with emotion, and most of all innocence, adorned with gold and silver pigment in artistic patterns around the eyes. Their mouths harbor no teeth, just three tongues, but they indeed do not need to: the central tongue holds a stinger and a sucker, for that is the way they feed: by first poisoning prey, and then leeching it dry.
    From the top of their head to the end of their tail, a crest of very fine fins runs, resembling hair more than anything else.
    Six arms they use to work their evil - two hand-like and two more like tentacles: of those, two are stronger and have bulbous ends that house pigment and play a role in their color-language, while the lower pair is more dextrous. The legs make up a significant portion of their height, well muscled as they propel the Surash femmes through the waters, ending in fins that may be walked upon, though they are able to levitate for short periods of time. Under their upper arms, another pair of fins is located - these have the purpose of steering and staying afloat. Like manta rays, the have electric organs in their palms: they can prickle, deliver a small jolt, or even stun when fully charged. Of course they could be used for life-saving, though that endeavor is rarely on their list of priorities.
    Surash ladies are incredibly soft to the touch, the skin smooth and glossy, while their bones very flexible, adding furthermore to this softness, and allowing them to contort into positions most unnatural - this allows them to squirm through narrow places, and escape injury: blunt blows do them little harm, and the skin, though tender, is very difficult to pearce.
    Their metabolism is optimized for a lively lifestyle: their digestion is fast, likewise the liver does provide glucose very swiftly, and the blood can carry large amounts of oxygen. These attributes are further emphasized if they mate: a Sourish femme who mates at least once per day can go without sleep at all. hardly ever growing tired (though hungry... that's a wholly different matter).
    Still, one separated from her flock would grow sluggish and lazy if not for one boon: with concentration and a little time, they can adapt their genitals to fit with the males of most species; likewise, their pheromone pattern can adapt after they could study a female of the species in question for a time, thus, they even smell 'right'..

    Ruling from their elegant cities of hewn coral that lie submerged in the murky depths of the Sullen Sea,the Sourish have built a civilization of courteous greed and deception,seeking to amass great wealth and power at the expense of others,while at the same time,strictly adhering to their twisted code of 'honor'. It is a strange but morally convenient philosophy these master manipulators worship.

    All Surash are more or less,''born''' equal,springing from the Source. It is the common background they all hail from,rich or poor,exalted or obscure.

    Upon laying their egg sacs five days after the act of coupling takes place,all female Surash make the long,ardorous journey to the Source,hesitant to entrust the care of their unhatched young to it's doubtful care,but having no choice in the matter.

    The Source lies in one of the deepest trenches of the floor of the Sullen Sea, deep, deep below the photic zone, past where Selisc swim in shafts of sunlight, deep below where great drillworm beds wave tranquilly in eternal twilight, deep below fantastic landscapes of coral, deep below the region where complex, indescribable fish whirl through blue darkness, past the black zones where alien aquatics extinct since the dawn of time brood on the vengeance of ancient days, down to the absolute bottom, where entities halfway between nautiluses and deities squat brooding upon the icy floor of the world, where archaic, oceanic presences loom from lightless shafts, where the sun has never reigned... There lies the Source.
    Amidst shattered piles of stone, sprawled among ornately-carved ceremonial pillars offered by every generation of Surash ever born, the Source is a vast and bloated entity like some hideous, indescribable, extra-dimensional organ, it's deep folds, rankles, and gills, coated in layers of branching fungal cilia-horns and encrustations of loathsomely-anthropomorphic and statuesque piles of cystic crust, belching alien bile from tall, finny towers of chitin that stud it's sides, with vast tentacles which drape and intertwine through the surrounding acres like the roots of an evil tree. Foul and palpitant, the Source cannot speak or act of it's own (though whether it could in the past is a matter open to speculation); it's only action is to vomit forth sticky clouds of membraneous Surash-eggs, which are immediately captured by Surash broodkeepers and taken upwards out of the depths of mighty pressure to Temple of the Source, an ancient, looming, baroque edifice on a ledge-cliff above the Source which predates Surash awareness by many thousands of years. The eggs are taken within this structure, and there are looked over by the Speaker for the Source, the tentacular neuter being who is the Source's high priest and emissary.
    Most of the eggs in a given egg-sac are destroyed, ground up with a ritual mortar and pestle into a thick, bloody-black paste which is then stewed back into the trench (ostensibly to feed the Source). The remaining few eggs are taken above by broodkeepers to be raised in the dark malachite temples of the dark sea-canyons, to live amongst the weaponry-farms, the bile factories and soldier-pits. A God it is,to the Surash and many of the Selisc in the waters they have seized from their weaker neighbor.

    Thus are all Surash brought into this world,with none more elevated than the rest in birth. A rather admirable belief,the naive might be tempted to think. Unfortunately for all of those who subscribe to the idea of the common good,the reality on the ground as seen by those who have been on rather intimate terms with the Surash,is vastly different. Political connections with close relatives are very important,especially for those who are selected to serve the vast,bloated bureaucracy known as the misleadingly named Force For The Prosperity Of All The Source's Children and the High Army,the two powerful institutions that dominate Surash society. Those with kinsmen and women in high and powerful positions,find themselves quickly moved to senior positions,while their less well connected brethren struggle with mediocre positions and even more mediocre salaries. This is a deeply entrenched mentality that stems from the valid Surash suspicion that those outside their extended family or Clan,are potential foes rather than allies. Though most Surash are anyone at all,it is not lost on them that trusting someone of your Clan who more or less,has his interests aligned with yours,makes much more sense than cutting deals with an outsider who would like nothing better then to wreck the grip your family has maintained on a particular part of the government and make way for his own Clan to move in. As the popular Surash saying goes,my Clan against my people and my people against the rest of the world.

    Apart from strict but necessary measures to keep the whale ivory currency stable and the High Army in good fighting shape,there are no laws to persecute the corruption and excesses that permeate every level of Surash society,since laws as a safeguard against wrongdoings of any kind are simply non-existent. This is not to say that the the Surash live in a void filled by lawless anarchy and chaos. Nothing could be further from the truth. An intricate set of codes exist to govern the actions of all Surash in lieu of good laws. These do not seek to punish wrongdoers,but merely see to it that the one who commits the act,satisfies certain requirements of Surash traditional ideas of civil conduct. For example,a Surash that stabs another in a tavern brawl,can get away scott free if he fulfills the archaic requirement that he sees to it his victim gets a lavish funeral.(Wether or not the funeral comes free of charge,is another matter. More often than not,insult is added to injury when the family of the victim find themselves saddled with a huge bill from the killer's close relative who conducted the funeral.) It is for the same reason that when cheating a client out his money,A Surash merchant will avoid lying openly to his victims,given that it is considered immature and rude to lie openly about anything. Instead,he chooses to hid vital information,turning aside questions with his obsequies reassurances,until the the unlucky soul he hopes to fleece,finally signs an agreement with him. When the latter finds out to his great shock and anger that he has been cheated,he is told by the still courteously smiling merchant that it was his fault for not discussing the details of the agreement thoroughly.

    These social codes have been complied into hundreds of edicts and documents,with their enforcement overseen by the Speaker itself and the hundreds of provincial magistrates that labor in it's name.

    In theory,the Speaker is the most powerful individual in Surash society,but once again,theory doesn't necessarily translate into the actual truth of the situation. True power lies in the hands of the sly and corrupt High Stewards,an elite governing body made up of the most powerful officials that have managed to scheme their way in. It's official purpose is to advise the Speaker in issue of great import. Supposedly,any advice the High Stewards offer the Speaker is non binding,since only it has the authority to carry out important decisions on the part of the Source,but everyone knows that it is the High Stewards who call the shots. If the Speaker dares to veto any 'advice' they try to implement,they can make life difficult for it,something which it is well aware of. And yet to all appearances,the people and even the High Stewards revere it's chosen messenger,with the latter missing no chance to grovel and prostate themselves before it. Yet again,the all powerful dictates of custom are responsible,since they demand that the Speaker be treated as the living embodiment of divine authority even if in truth,he possess but little of it.

    Currently,the High Stewards are under the grip of the influential Tawaguchi Clan,with three out of the exalted five of them hailing from it,making them them the defacto rulers of the State in the process.

    Inevitably, there are some of the more devout Surash who complain in private that the Source is enraged at having it's voice as represented by the Speaker silenced and and voice fears that a time will come when it rises from the dark depths where it lies,to put to and end the insolence of its arrogant offspring. These individuals are dismissed as fringe eccentrics however,and often treated as such. The only real threat that emanates from them,is the existence of a fringe extremist group known known as the 'Minions of the Source',a organization of fanatics who are so paranoid that the Source will rise up to destroy their race one fine day,that they have dedicated themselves to the cause of bringing true power into the hands of the Speaker. Known for their usually abortive attempts on the lives of minor officials,they are regarded as more of a nuisance than anything else by the authorities. It is a cutting measure of how little popular support they enjoy,that most Surash refer to them as the 'Crazy Ones' or the 'Lunatics Of The Source.'' In the cynical and maliciously greedy world of the Surash,such devotion is scoffed at,though in the all to common public religious processions organized to appease the Force,many of those rich enough to hire off duty soldiers to accompany them for protection against the many dangers of the Sea,will make high profile pilgrimages to the depths where the Source,lies in order to offer lavish sacrifices of rich food to it.

    The deceit of the Surash extends to their relationships with foreign states. This the area where the true talents of their seductive females come into play. Possessing a natural flair with with foreign languages and a disturbingly acute to ability to read others like a book,they make the ideal ambassadors,inspiring trust where none should exist,given the dire reputation of their people. Seducing their way with smooth finess into the trust and beds of the important leaders and influential figures that dominate events in the foreign courts,the female ambassadors of the Surash are able to exploit any infighting and intrigue they find,to further the interests of their people,convincing each competing faction that though the Surash drive a hard bargain,they never go against their word(which is true,in a very literal sense),while at the same time,successfully painting everyone else as aggressive foes determined to wipe any potential threat out. On occasion,they also serve as assassins for the ally of the moment,using their little stingers to get rid of any obstacles their new best friend perceives,a little favour that aids them greatly in gaining his trust. Of course,they are very careful to off only those inconvenient individuals who are adamantly opposed to any Surash interference in their internal affairs,killing two birds with one stone so to speak. When asked to bump off other potential allies,they will persuade him instead to focus on a more ''dangerous'' target.

    This policy of playing off everyone against each other,has naturally made them many foes in those nations where they have chosen to play their games of intrigue,with some in very powerful places. In most cases,a fear of invasion would be very warranted,with such bad feeling and antagonism directed their way by kings and monarchs who have good reason to feel that they were jerked around by the Surash.

    But the Surash have never feared an assault on them by an unfriendly enemy,nor in all likelihood ever will have to. Well organized and disciplined,most of the High Generals leading it are the leading scions of the strongly nationalistic Tagawuchi Clan. With the blessings of their all powerful Clan,the High Generals have whipped up the Surash High Army into a powerful force,one that a couple of years ago,surprised the Hundreds when it seized a sizable portion of the fish rich upper waters from the weaker Selsic neighbors of the Surash,after the former had defaulted on a loan made to them by the latter.

    Though many Selsic feel very strongly about this aggressive 'land' grab, there is little they can do vent their spleen,since their own armies have been paralyzed by a fierce power struggle in the upper echelons of their leadership between two powerful factions,one in the pay of the Surash,and the other strongly determined to end further Surash attempts to weaken their nation.

    The strength of the High Army lies in it's fearsome cavalry. Made up of hundreds of Ghoron Riders,these Surash mounted warriors ride into battle on the backs of the huge salamander-like Ghoron beasts. On their broad backs are positioned vast catapults which are used to launch Hanan Balls,highly reactive rocks manufactured by their weapons workshops,that when hurled with moderate force at enemy units,explode with great force,blowing up everything within their short radius.
  19. Steampunk Setting- Wanna Make A Race?

    #19
    We seem to turn up just antagonist and bad-guy races... :oops: :lol:
  20. Steampunk Setting- Wanna Make A Race?

    #20
    The Captain needs his baddies,right? :wink:
  21. Ideas for storage

    #21
    they need it-they're not going to be popular

    05:28:10 actually, they could consider a stable currency a matter of honor. It's what their ego and power is based upon: coin.

    05:28:12 Lol,they have a very well organized army.

    05:28:59 so: "The Surash are vile, but the SeaDollar, stable like a granite wall. Thus their coin, but never their word."

    05:29:45 That pretty much sums them up,Echo.

    05:30:50 their mask of civility and utter politess might help them fool their foes - they do not cheat openly, so every single of their betrayals seems to be a separate occurence... "The've treated me always politely, it's YOUR fault you don't read the fine print!"

    05:31:58 Bingo,my friend.

    05:32:03 misinformation and dozens of layers of deception. If they were KNOWN to be evil incarnate, only the most foolish of leader would be swayed by Sursh pu$$y

    05:32:59 The Surahs like to play off factions against each other.

    05:33:30 They'd have an excellent verbal intelligence: not saying youse iz stoopid.. but rather: "Your courage is unrivalled - going into a battle of wits unarmed..."

    05:33:48 playing off would be difficult if NOBODY trusted them.

    05:34:44 they will try to convince everybody that while they play a tough game, they play fair, and that the Surash are HIS special friends, and it's the others who are evil, bad ad uncouth.

    05:36:20 Heh,that would be perfect.

    05:36:38 They even apologize when they cheat you: "Sorry that we had to confiscate your house - while we cannot forgive you the money you owe us, we might have a great job opportunity for you..." of course, the job has some catch you don't see - but if you get, say, jailed for it, the'll apologize again and provide you a lawyer... for a fee of course, and offer you a job to pay for the expense

    05:37:31 brb

    05:38:48 Oops.gotta go now,Echo.

    05:39:15 bye then

    05:39:24 copy paste our discussion

    05:39:25 Dog needs to be taken out,lol.

    05:39:46 so that you don't forget
  22. storage of info

    #22
    05:03:09 Perhaps if they mated and reposited the eggs at the Source, leaving them to hatch while guarded by the Holiness... yes.

    05:03:21 Surahs born of the Source,and those born of copulings.

    05:03:27 but so? the whole sex thing ain't just for fun.

    05:03:41 Another winner!

    05:03:58 Yes,now that idea is awesome!

    05:04:09 You've saved me twice,Ech.

    05:04:16 Echo*

    05:05:12 glad to be of service.

    05:05:40 the Surash are ugly and nasty kids, but they're OURS

    05:05:43

    05:06:23 LOL

    05:06:59 What do you think of a sexless being that springs directly from the Source?

    05:07:48 The haermorphodite would be the Speaker of the Source,but in reality,would possess no real power.

    05:08:17 well... it would have to have different motivations. Also, the Source would make it very vulnerable to disasters. With humans, you actually don't care which survive as long as you got bys and girls, the race lives on. With a Source? one good earthquake and the race is gone, gone, gone.

    05:09:16 I just don't find sexless funny. I like it when a person/race has multiple drives complementing each other.

    05:09:56 humans want food, comfort, sex, acknowledgement, social contact, self-realization, expression, are driven by curiosity... got my point?

    05:10:10 That is true.

    05:10:46 so the Borg who want to ASS-similate are... boring. They've got but one thing to do. *yawn*

    05:11:50 Looks like it's back to the drawing board for me.

    05:11:57 the priority of the drives can differ: humans place sex high on the priority list, but say, halflings place food and comfort above all else.

    05:12:51 I guess in Surash culture,power and wealth is everything.

    05:12:53 see, if all sprang from the source, there could be no clans, no family ties, they could not label certain groups as inferior as they have the same parent....

    05:13:12 power, wealth and knowledge.

    05:13:35 They also could value proper conduct highly: "You may stab thy foe, but do so only by full moon."

    05:14:21 "When cursing your adversary a bastard and castrate, bow your head in respect to his strength that allows him to live with such a disfigurement."

    05:15:16 LOL!

    05:15:48 What I'm trying to create is a perversion of communisim.

    05:16:07 that has little to do with hoarding wealth

    05:16:22 communism was already perverted socialism...

    05:16:23 Everyone is equal in theory,since they all come form the Source.

    05:16:58 it wanted to allow the highest possible consumption to the highest possible number of people.

    05:17:12 you are perverting an utopia, or egalitarian democracy

    05:17:33 everyone is born equal, thus the one who fails: his own problem, nyajh-nyah.

    05:19:17 That sums up the Surash mentality.

    05:19:38 You are al children of the Source. Now get wealthy any way you can.

    05:20:20 the idea of socialism was to free the human from having to care for material wealth, but it ended up so: you work, we try to give you as much as we can.

    05:20:31 It is you right to scheme and plot your way to riches and power.

    05:20:31 be stupid. work.

    05:20:49 AS LONG AS YOU OBSERVE THE CODE OF CONDUCT

    05:22:16 Precisely.

    05:22:28 they've got an image to uphold XD - it could actually serve their image of utter falsehood that while they rob you naked, bugger you up the @$$ and soil your reputation, they're polite and smile.

    05:23:02 Yes,that is what I'm gunning for!

    05:23:42 And een though the sexless Speaker is in reality, very weak,the powerful bureucrats still grovel before him.

    05:24:03 even*

    05:24:41 so they could go for a certain mentality: everyone is his foe. he and his closest relative against all other Surash. All Surash against the rest of the world.

    05:25:08 the speakers could be more than one in number, observing proper conduct. there would be no law, just conduct.

    05:26:08 Yes,that would fit very well.

    05:26:12 perhaps certain minimal laws guaranteening a stable currency

    05:26:38 and certain coordination and effectiveness in military action

    05:27:09 yes,those would be essential.

    05:27:33 they need it-they're not going to be popular

    05:28:10 actually, they could consider a stable currency a matter of honor. It's what their ego and power is based upon: coin.

    05:28:12 Lol,they have a very well organized army.

    05:28:59 so: "The Surash are vile, but the SeaDollar, stable like a granite wall. Thus trust their coin, but never their word."

    05:29:45 That pretty much sums them up,Echo.

    05:30:50 their mask of civility and utter politess might help them fool their foes - they do not cheat openly, so every single of their betrayals seems to be a separate occurence... "The've treated me always politely, it's YOUR fault you don't read the fine print!"

    05:31:58 Bingo,my friend.

    05:32:03 misinformation and dozens of layers of deception. If they were KNOWN to be evil incarnate, only the most foolish of leader would be swayed by Sursh pu$$y

    05:32:59 The Surahs like to play off factions against each other.

    05:33:30 They'd have an excellent verbal intelligence: not saying youse iz stoopid.. but rather: "Your courage is unrivalled - going into a battle of wits unarmed..."

    05:33:48 playing off would be difficult if NOBODY trusted them.

    05:34:44 they will try to convince everybody that while they play a tough game, they play fair, and that the Surash are HIS special friends, and it's the others who are evil, bad ad uncouth.

    05:36:20 Heh,that would be perfect.

    05:36:38 They even apologize when they cheat you: "Sorry that we had to confiscate your house - while we cannot forgive you the money you owe us, we might have a great job opportunity for you..." of course, the job has some catch you don't see - but if you get, say, jailed for it, the'll apologize again and provide you a lawyer... for a fee of course, and offer you a job to pay for the expense
  23. Steampunk Setting- Wanna Make A Race?

    #23
    I managed to draw a Monro - tell me what you think...

    http://www.animecrew.org/fanart2.php?pic=1&id=637
  24. Steampunk Setting- Wanna Make A Race?

    #24
    I like it. :D Btw, if I don't come to this site for a while, it's because a SPAM e-mail poisoned my computer, and although I cut the problem out manually, my computer is still acting up.
  25. Steampunk Setting- Wanna Make A Race?

    #25
    I finally finished the Surash! Tell me what you think,guys.


    P.S:Nice work with giving the Monroi from and shape,Echo. Perhaps you could move it to the art section of the Citadel?
  26. Steampunk Setting- Wanna Make A Race?

    #26
    Well, I was on the verge with the Monroi, but seeing that drawing, I'll have to decide to keep them. However, I don't think I'll have them in human clothing :) ; possibly some kind of body wraps, keeping the jewelled bracers and such.

    Also, the Surash are FANTASTIC! Oh, man! Wow.
    For all of you who want to make a race sure to make it into my setting, take a look at Maggot's races, especially Surash.
  27. Steampunk Setting- Wanna Make A Race?

    #27
    When will the Selsic and vegetable people come into existence,Captain? I'd love to see what you've done with the raw ideas that Kinslayrer presented to you.


    P.S:I wish Moon would complete the Quard. A steampunk setting just won't be the same without some gobinoid race of mechanic extrodinares to cause rampant chaos and destruction.
  28. Steampunk Setting- Wanna Make A Race?

    #28
    We might actually find a place for the Zastur as well :)
  29. Steampunk Setting- Wanna Make A Race?

    #29
    That's a great suggestion,Echo. Given the steampunk nature of this setting,they would fit right in.

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