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Ecological details --- Native animal

The Linistrok

Anatomy: A bit taller and slimmer than human beings. 7 feet on average. They have four long muscular legs (4 feet each) and the 3 feet upper body consists of also four hands (3 feet each) and a head, a bit larger than human. There are four fingers on each hand and each finger has a short sharp metallic nail. Their body mostly consists of bones and muscles with a brown skin, which makes them lighter than they appear to be. Their skull and legs bones are really strong.
Male Linistroks have two wide eyes, two large wings as tall as they are and a long tail. While females have no wings or tail but two extra eyes on the back of their head which allows them to have a 360 degree range of vision.
The wings cover nearly all of the back of a male Linistrok. As the creature grows, the wings turn more metallic, insofar as old Linistroks mostly have full metal wings. The long tail, informs the creature if anything is approaching. Though how it works still remains unknown. Some say it has a heat radiation sensor and others, a motion sensor. Even some consider it as the ear of the creature, because Linistroks (both genders) have no ear so they can't hear anything (it is of course doubtful if the tail works as an ear - just a theory).
They also have no olfactory, and no vocal cords - A nose which can't smell anything, A mouth which can't make a sound. However they have a wide range of body language as a means of communication. To compensate for no hearing or smelling, they have strong eyesight. Wide eyes with large muscular pupils and eye lens allows them to have a far distance sight in the light or night.

Life: The Linistroks have a very short lifetime (about 6 years). Thus they mate every so often (2 times a year - mainly in spring and fall). It'll take about half a year for a newborn Linistrok to be an adult. And once they are (for the male) the wings turn metallic faster and the metal starts to get colored which is the key to attract the opposite sex. The color of the metal depends on the environment Linistroks live in. Many colors have been seen so far.
They are oviparous creatures. Their egg shell is a bit metallic at first which makes it almost unbreakable. The metal will be absorbed by the embryo and eventually when it's strong enough, it'll hatch and grows fast.
Unlike females, the male Linistroks can't survive the super summer or super winter because most of the metal (which stabilizes the body temperature and essential functions) are absorbed by the wings. Thus, they have to find a shelter like a cave, or some may dig the ground and make (or some may just find) a small underground tunnel for them. They fall in a deep sleep in their shelter, and most of them round their wings around them for further protection.
Linistroks are entirely herbivorous creatures and mainly eat the leaves and fruits of a tree. Despite their length and strong body, They are totally docile. No harm has been recorded from them so far. They try their best to flee when they're in danger. Even when there's no way out, they sit and cover themselves with their hands (females) or wings (males).

Movement: They walk slowly most of the times. Like a simple slow hiking. They only need to run when they feel danger and there's the problem... they can't run. They can't move their feet rapidly (each leg is on a square vertices - they hit each other if the creature wants to move them fast). So here's the point of having four strong, muscular legs.... They jump.
To the low gravity and light body type, they jump really really high. They can reach on average 1 mile above their head (lesser for males because of the heavy wings) and 3 miles distance for a tilted jump (more for males because they have wings so they can hover in the air). Because of the weak back muscles and spine, the males can't fly. They can move their wings a bit, only for directing to landing spot, and it gets harder for them to move as it turns more metallic by the time.
Generally they get tired after two jumps in a row and need some rest and nutrition. But a maximum of five jumps in a row has been recorded for a strong female Linistrok.
Usually, after a jump, when they're in the air, they analyze the area around them and record all they've seen so they would know their next landing spot. Their high intelligence helps them to calculate the direction, distance, power and air flow so they would land on the exact point that they want.

Further Info:
They often sleep on the top of the trees. But also in caves or underground tunnels (Which these two are rare for a simple sleep).
Mainly in the mornings, they jump in a straight line above their head so they can analyze the area.
They even can jump to anther island if they consider it close enough. They won't risk falling into water because they can't swim which will make them drown (mostly males because of the heavy wings) or flow on the water and finally eaten by a sea creature. It's so rare for them to survive from water.
Each newborn must grow fast enough so they could survive the super summer/winter. But some will die. However their high rate of intercross, stabilizes their population.
They live as individuals. No herd of them has been found (Except for some newborns which stay with the female for a while)
They have built some interesting tunnels underground and even some shield doors which are made by sticks and leaves.
In spite of their strong skull and leg bones, their upper body is so weak, specially their spine. Thus if Linistroks land with anywhere except their legs, it'll definitely break and cause them death.

Feel free to add more. Specially about that metal thing...
Kim Topic Starter Site Admin

This entire thread is just rocking my world
The Dyokē
Atercoronatus sapiens
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  • Basic Overview: The Dyokē (“die-oak-ee”) are a small, sapient race of theropods that were originally native to a foliage-rich moon orbiting a gas giant. With a culture built around salvaging the remnants of whatever surrounds them, they’ve become known for their crudely-put-together, but strangely efficient machinery, and shameless “acquisition” of property belonging to other people.
  • Biology and Anatomy: Dyokē possess an eerie resemblance to non-avian, theropod dinosaurs present during the prehistory of the planet Earth, and a lot of the major bone structures are similar in shape. However, unlike those animals, the Dyokē possess a posture tilted somewhat upright, and a much more gracile build, along with a ball and socket joint present in the wrists, allowing for an insane amount of flexibility. Their feet are strangely shaped as well, with the middle toe migrating to the side of the foot, creating a tripod-like structure. In order to support the further migration of the farthest toe, a tendon is moved outwards to provide the necessary strength to keep the entire biological mechanism from collapsing. The evolutionary advantage of this strange foot shape is that it lessens the surface area touching the ground, but also increases the pressure behind it. To keep up, the toes are lined with dense pads of tissue to prevent potential damage. The purpose of the altered joints in the front limbs are to facilitate a hunting style dependent on the grasping of the prey, and minimizing the damage inflicted to the hunter in the process.

    The gracile build, though energy efficient and streamlined, comes at the cost of bodily protection, thus making the Dyokē entirely reliant on stamina, speed, and agility in confrontations. Using their stiff tails for balance, they are capable of turning on a dime, and keeping up speed for a ridiculously long time. Their rate of acceleration is impressive as well, which comes in handy when darting out of the way of the animals they hunt, or in the case of denizens in foreign colonies, out from under the feet of much larger denizens.

    Their internal organs are tinted blue, due to the respiratory pigment haemocyan being present instead of haemoglobin; a trait that is common amongst almost all vertebrates present on their moon of origin. Pigmentation present on the outside of the body is an evolutionary trait that is meant to display the health and age of the individual, as the colors grow with age, and become dull when the body is compromised. When they were uncivilized, this served as the primary method of choosing potential mates, but now, the colors are really only used for identification at a glance. Though they possess a standard pattern, subtle alterations and mutations can be present, though the colors are typically mixes of blues, greens, and yellows.

    Though the majority of their bodies are covered in fine, hair-like quills that have gradually become vestigial, patches along the backs of their necks and the front of their chests have retained their ancestral valor due to cosmetic value. These patches are often cut and styled, and hold immense cultural significance. The skin under the quills is smooth, but tough, and is made up of tiny, interlocking scales that are impossible to see with the naked eye. These provide a layer of protection to conceal the vulnerable insides from the outside world, though it’s only slightly harder to penetrate than human skin, so it’s unreliable for anything other than a light swipe or jab.

  • Presence on Auruta 90DX: Dyokē have a large population scattered amongst many multi-race colonies, though they have a tendency to get into trouble due to their tendency to take things they deem as ‘unused’ for their own purposes; Because of this, they’ve gained an unfair reputation as ‘street rats,’ and are typically treated as such. They make expert tinkerers, as their advanced cognition allows them to come up with solutions (even if they’re ineffective in the long term) on the fly. They’re also quite good at reverse engineering, and typically seek jobs in those fields. Scattered colonies are located sporadically around resource-rich areas, and though they’re typically small, those that focus around commerce often end up becoming prosperous trading centers, with individual Dyokē selling their hodgepodge creations as cheaper alternatives to their prettier counterparts.
  • Culture:Though the culture of the original inhabitants of their moon has been mostly lost to time, their focus around having a materialistic worldview, in the sense that they pride themselves on collecting items that intrigue them, has endured in even the most distant populations. With esteem derived from the appeal, or usefulness of said item collections, individuals with a reputation for being able to both collect, and utilize them are held in high regard in Dyokē communities. This is especially prevalent in commerce-focused settlements. Though usually found in the company of other races and adapting to the norms of those societies as a direct result of their frequent, planet-hopping ways, when in the company of other Dyokē, they tend to rely on the preferences of the group as a whole, resulting in a truly democratic community. This doesn't come without repercussions, but due to the often lax regulations in these groups, things barely stick, and most individuals will just attempt to surround themselves with like minded others, and leave everyone else alone. Due to this, and the rampant escapism perpetuated throughout the species because of their tenancy to completely leave anything they dislike behind by immediately getting up and moving away, they are guilty of having almost no part in civil affairs, no matter the consequences.
  • Clothing and Architecture:Due to biological features, most Dyokē prefer more form-fitting accessories, adorned with shiny trinkets of particular importance to the individual hung around the joints. This trend doesn't vary among different societal classes. Their style of building is similar to their creations, and most abodes are built by the residents that live within them through the use of a strange, but sturdy assortment of materials.
  • Playing a Dyokē: When playing a Dyokē, a lot of freedom is provided in terms of lifestyle and places of residence, as they're not picky in the slightest. Their thoughts come and go quickly, and they have a tendency to get sidetracked when presented with strict goals, much to the annoyance of employers. Their inventive, and highly attentive nature makes them very good at observing their surroundings, and assessing the situation quickly, along with, if given enough time, coming up with a solution. Their small stature and light frame do pose quite a risk when dealing with any kind of face-to-face combat, and they can be easily dispatched if cornered. Due to this, they're much better with ranged, and hit-and-run tactics. In settlements with other races, they're usually disregarded and ignored due to their reputation as "street-rats," and inability to properly stay on task, especially in controlled environments.
Ah, I'm so excited! And I think I'll reply to the other posts later (some of them, at least!) And probably bring more ideas, but what about a slug or a bird which feeds off of the algae and changes its color? :D I think that'd be pretty cool.... :) :3 :D
Great7

I imagine a species of michevious spiders. They appear everywhere and are dangerous much unless attacked. They evolve their sizes changes according to their times and environment. Their skin changes color according to the temperature and sun rays they receive. Some are very shiny as the reflect most light away from the body and some attract the light making them look a darker color.

They can be found anywhere even among humans crawling around furniture or sorting on the ceiling. They taste bad and are poisonous so animals avoid them. They lived a life where they don't interact with life much but can stick with a life form they view essential for their life. Meaning they can be tamed. They don't attack much so fear for them is low.


Like normal spiders that have eight legs that produces dust of dead skin and hair when they move. Eight eyes that glow along with their skin at night. Some have tiny spiky hair to protect from cold and etc. they look at normal earth spiders.

They eat flesh of anything but prefer bugs or plants. Unlike earth spiders they don't need to turn they food to soup. Basically their diet consist of anything with nutrition and proteins.

If I had to call the a name I with just go with ken. The ken spiders or tallets.
Ilmarinen Moderator

Deep Tech
Artifacts recovered from Auruta 9ODX's deepest oceans

Several decades ago, a Selenoid vessel discovered a piece of metal half-buried in the sand on a remote island on the night side. Studies revealed that it predates the colonies by thousands of years. It consists of a curved piece of casing created from alternating layers of nickel-based single crystal super alloys and "mosibtic," a molybdenum-silicon-boron alloy reinforced with titanium carbide. Carbon dating the mosibtic puts the "deep tech" at around 5,000 years old.

Since the original discovery, more artifacts have been discovered along shorelines all over Auruta, primarily around the equator. It is theorized that they were kicked up from the deeps by oceanic activity (primarily sea-geysers), since the alloys often used in their creation are capable of withstanding extreme pressures. Many of the finds are, like the original, pieces of casing or chassis from unknown machines or vessels. The largest piece is roughly 2 meters by 1 meter in size. Other pieces are components of unknown machines, dowels, bushings, etc. Some of the artifacts are created from glass or unusual biopolymers that appear organic, but are plastic in nature.

As of yet, none of the colonies have developed a way to explore the deepest parts of Auruta's extensive oceans, but the discovery of deep tech has created a drive to develop it. Several research groups are working on ways to recreate the pressure-resistant alloys found among the artifacts. It is theorized that the deep tech would need some kind of coating to withstand the acidity of Auruta's deep oceans, but any such coating hasn't withstood the test of time, leaving it yet another hurdle for researchers to overcome.

Whether or not anything substantial remains of the deep tech's origins is a mystery. Electrical signals from the water and core confuse most sensor arrays, and the deeper someone attempts to probe, the more interference they will find, making long-distance scans nearly impossible. No cultural items have been discovered, leading some to theorize that the deep tech is part of an ancient scientific research facility created by offworld aliens. Others believe the deep tech is a sign that Auruta 9ODX once had sapient life of its own. And there are a rare few that believe there may be "deep ones" still living down in the abyss ...
Mysterious Forest

Some believe it as a scientific anomaly, but because there's not such information that actually could show this forest as an anomaly, some disagree.
A small circular island with a radius of 7 miles, has been discovered on the day side of the planet about 10 years ago. It's not specified who actually discovered this island first. many alien races claim this honor. A forest with a radius of 3 miles is at the center of this island. Satellite photos indicated a large (a bit larger than other trees) old tree at the center of this forest. All photos and other available information, display the forest as a normal one. No animal species has been found in the forest yet. But some other individual plants or animals live around the island.
Now why is this forest believed as an anomaly? a Mysterious unusual one? Well that's because ...

Over this 10 years, different alien races tried to discover and learn more about this forest. At first they figured out that no electronic device will work inside the forest. That was a huge problem, as they had no communication with outside. They tried many ways to understand why wireless, camera or any other machine won't work. They found no electromagnetic waves around the island. Or if there were any, they didn't have the tech to reveal it.
So they risked and entered the forest, where the main problem showed up. The tree branches move.

Those trees had about 10 feet of trunk and their dense foliage, made up to 20 feet on average. Except the central tree which is just a bit larger.
Many of the trees have a brown rough trunk and mainly green but some red leaves. Most of the branches have leaves on them and some don't. All of the branches can move without exception. But those bare branches move much faster.
The amazing thing about them, is when they strike to any living thing (except their own kind) they rapidly round over that thing. Not only that one branch but also other branches even from other trees, kinda grab that thing tightly and by the time, their strength goes higher till the living thing turns to a dead thing. They'll do the same thing even if something touches the trunk or leaves. Despite the fact that the trees are densely fixed next to each other in many spots, yet some free paths have been found among them.

Even these situations of serious danger, didn't hold back aliens. They sent many groups in, and none came back. They sent rescue teams, none came back. Even some sent other rescue teams to rescue the rescue teams! But again nothing. Although they were really talented groups and many of them made it further than eye could see, but no one knows if they did reach the center or just died halfway. They tried to track the groups by heat radiation (as the upper leaves are so dense that the ground is hidden under), but no radiation or waves are reflected from the forest at all.

Some tried to make long groups that could see each other from a close distance but it never worked.
When someone got stuck among the branches they cut off those branches but they didn't know that it would make the trees kinda angrier. Because after that, the branches, even a bit further from the cut off part, move like a whip and some slash anything they hit. So now they shouldn't get stuck anymore, otherwise ...
They have tried digging some underground tunnels to the center but they reached a lot of rough, dense and connected roots that would not allow them to proceed any further. They could cut those roots off but they didn't want to risk anymore. The connected roots brought up a theory that would say every tree is connected to the central tree and were germinated from it's roots.

Unbelievably, there was a survivor about a month ago. An alien race who has been sent with a rescue group a week before he/she showed up without an arm. he/she was gone for a week but now his/her appearance shows many years older. Now locked in a lab, doesn't talk but react to somethings.
Nothing interesting has been found from the survivor yet. many alien races tried to contact but nothing happened.
Some say there may be a wormhole at the center but they don't know if the survivor could reach the center.

Feel free to add other theories or information. Specially about the survivor. Maybe there's an alien race who wants to invade the forest by force with some high tech war equipment but other races are trying to stop them because they don't know what they are dealing with....
Native Fauna: Stone Lord.
Scientific Name: Magna Fodiens.

Stone Lords are semi-bipedal creatures with a thick sloth-like body, save for the two additional appendages below their arms. They are covered and thick and coarse fur with lots of body fat. They have scent receptors on their snout. On each of their six appendages, the ‘feet’ have long sharp claws that help them dig through the ground. They possess no eyes, but instead have four receptors on the top of their head that detect infrared, allowing them to ‘see’ heat. Within their mouths are razor sharp teeth.

Stone Lords are massive, being at least 30 feet from head to rear. Their sheer size makes them an apex predator, and because of this they are a serious threat for anybody on the night side. Thankfully, their hides are not as thick as they seem; any modern weapons technology should fell one with relative ease.

Stone Lords' true threat comes from their ambush abilities, however. Their long claws are capable of digging through just about any surface in search for they move fast in short bursts when digging and there are cave systems all about the nights side of the planet. They’re not picky with what they eat, but prefer larger prey.

That said, these cave systems are often used as homes for smaller fauna to shelter in, and as such Stone Lords are greatly beneficial to the ecosystem. However, any non-native fauna will have to watch thei step.
Kim Topic Starter Site Admin

This topic makes me so, so happy. You are all contributing such amazing ideas! I can't wait to RP in this world.

Just a reminder to everyone participating, the last day this is open is August 21st! Make sure you post your ideas by Friday, because Saturday will be too late!
Angelus-Relator

(I am horrible with making these as I haven't done sheets in a while. I forget something, let me know. Also, I can't draw so, have at it. I haven't had a use for them in my own worlds, so I figured they would be useful here.)

Name: Ministaro Monstero

Nickname: Mini monsters

Height: tallest it 1 foot, but normally are about 6 inches.

Looks: venous flytraps with eyes. They have little tiny teeth that are meant to trap prey. They have a leaf on either side of their stems that look like arms. (Quite useless though)

Colors: stems are usually a dark green, fading to a maroon towards the "head." The head is a maroon with two dark green "stalks" with black dots that are the eyes.

Environment: mainly warm forests, rainforest, and jungles.

Group or single: they grow in patches that can be up to several miles wide, hiding among the other, much taller plants.

Feeding: they eat anything that enters their "mouth" or comes nearby. They are technically carnivorous as they prefer to eat meat, but will eat other stuff if it's not available.

Notes: the eyes are capable of seeing full colors, movement and shapes.

They are capable of fully understanding language and are often considered good pets. (Yes, they can be affectionate)

They purr, click, hiss, and make a large variety of sounds.

Uses: They can be eaten, but you must remove the stomach sack from where the "head" connect with the stem. The acid from there can be dangerous for some creatures, although there are other whom can eat it and be fine. They can also be good pets, but large terrariums with small prey (lizards, bugs, ect...) are preferable.
kungpowdragon23

I created Shinta (a fake religion )

https://www.rprepository.com/character/manage/editprofile/1438464/354085

I’m still working on it is similar to Shinto.
Kim Topic Starter Site Admin

kungpowdragon23 wrote:
I created Shinta (a fake religion )

https://www.rprepository.com/character/manage/editprofile/1438464/354085

I’m still working on it is similar to Shinto.

That link isn't viewable by anyone but you. Can you post the info directly into this topic, please? :)
Day and Night Cycles

I was hoping that there can be very very long night and day cycles But I'm not sure if that will clash with anyone's ideas (or of someone came up with it already). As I didn't have time to read everyone's plans/designs...working on that... lol

Nights and days could last for about 6 months each. Making certain organisms fight for what they need. Even planets may be compelled to adapt to be able to claim sunlight when they can. And since flowers/plants tend to go through nyctinasty, closing up for the night, this might keep them from producing vegetation that other animals and creatures may require. So everyone is working on a clock to gather what they need before its time for the night months to begin. But then the night months could start something new where there are indeed plants that grow during this time.

(Side Note: I want to t try and make a creature...but I also need a little more time to read everyone's elses posts.)
Kim Topic Starter Site Admin

Novatrix wrote:
Day and Night Cycles

I was hoping that there can be very very long night and day cycles But I'm not sure if that will clash with anyone's ideas (or of someone came up with it already). As I didn't have time to read everyone's plans/designs...working on that... lol

No worries, there's a lot of ideas in here already! :D We do have day and night cycles covered! Here's some relevant excerpts:

From this post:
Quote:
Auruta90DX is tidally locked. One side is permanently facing the sun while the other is permanently facing away.

The side that faces the sun is basked in its solar heat and energy. ...

On the side away from the sun, the temperature is still relatively habitable save for the farthest end of the equator. However, it is significantly colder on the away side, and with little to no sunlight, complex plant life is rare (though it does exist).

And then a modifier on that from this post: https://www.rprepository.com/community/forums/topic/86305?page=1#post-5271685
Quote:
We suggest an eccentric eliptical orbit (high wobble factor because it has been bombarded by comets a lot more than Earth ever was, and the bombardments continue which prevents stabilization) rather than a perfectly tidally locked one, to allow for a little more variation in season and weather in different areas. However, there is one side that gets dramatically more sun than the other, and during "summer" daytime can last for weeks at a time. The slow rotation allows for corealis, which allows for enough dissipation of heat to prevent the permanent planet-wide storms that a full lock would cause.
Quote:
Since flowers/plants tend to go through nyctinasty, closing up for the night, this might keep them from producing vegetation that other animals and creatures may require. So everyone is working on a clock to gather what they need before its time for the night months to begin.

This still works and we can definitely work with it! :D Please do make a creature.
kungpowdragon23

Religion shinta

( change it however you want)

People found kami in nature, which ruled seas or mountains, as well as in outstanding other things and mythical humans( super rare). They also believed in kami of ideas such as growth, creation, and judgment. They ensuring purity by cleansing practices of various types including ritual washing or bathing. It does not emphasize specific moral codes other than ritual purity, reverence for kami, and regular communion following seasonal practices. It strengthens our connection to nature and promote the well-being of all creation. Essential aspects of life include journeying, ceremony, sacred dance and pilgrimages to places of power in nature or curtain locations special to the divine. Curtain people can become a intermediary between this world and the spirit world. They act on behalf of the community conducting ceremonial rituals, healing the people, and helping to guide others.


Kami ( supernatural creatures the live in Nayug.) also can pass messages each speak there own language. They are spirits, phenomena. They can be elements of the landscape, forces of nature, as well as beings and the qualities that these beings express; they can also be the spirits of venerated dead people. But they can also take form of familiars or servants of the divine. There are many and many people choose curtain kami and divine beings. though all kami are connected to god of death or goddess of life and such major gods and goddesses are associated with different kami. each has there preference of worship and yet all tend curtain events.

They traditionally symbolize potent powers, particularly control over water, rainfall, typhoons, and floods. The dragon is also a symbol of power, strength, and good luck for people who are worthy of it. The Dragon God is traditionally venerated with dragon boat racing. dragon king is the king of the dragons and he also controls all of the creatures in the sea. He is vital to the raising of Tamayorihime the chosen of the kami and the one if not the most vital to the dragon king and the vital kami. Djinn are the messengers and protectors made by the god of death and goddess of life with aid of kami as to make dungeons which test the faithful and rewards the worthy with power. Djinns rarely appear in the world other in dungeons unless summoned by Tamayorihime or there creators.

Kirin are noble and divine creatures. Said to have strong magical powers said to be able to tame yokai. Different kinds are connected to different kami and god. Each chooses a master of something and plead get absolute loyalty. They are very rare and master forbidden to hurt them. For if the Kirin dies. So does it master. This super rare creatures and when one dies another is born. Tamayorihime is chosen to supervise the raising of creatures as such they never betray her and will protect her like there masters.

Yokai are very dangerous and normally can’t be tamed unless by a Kirin. Only when a Kirin will strong enough will the Yokai submit. They will forever serve the Kirin after that and there masters.



The world of Nayug is regarded as the supernatural world of the spirits of nature. Although normally Nayug is invisible to the people in mortal world, the two interact and affect one another. Occasionally, the worlds can be seen overlapping. The affects are especially strong during the full moon, when Nayug's sun may appear in the night sky of the mortal world, creating the image of a double moon. Drinking the nectar of the shigu salua allows for the souls of ordinary people to see into world of Nayug while their body remains in Mortal world.

gods and goddesses and major kami.
Shinatobe goddess of wind
Kagutsuchi god of fire
Okuninushaos god of chaos/civilization and humans.
Amaterasu goddess of life and light
Izanami goddess of earth
Wadatsumi god of water (dragon god)

divine sorted by season ( and the kami that serve them)

spring ruled by Wadatsumi
disciples
Hotei god of fortune
Jizo goddess of children
Susanoo god of storms
Naru goddess of nature
Huchi goddess healing and peace
Kamala goddess of business

summer ruled by Kagutsuchi
disciples
Fugen god of knowledge
Kagu god of forges and blacksmiths
Hachiman god of war and combat
Benzaiten goddess of love
Inari god of adventures/ travels
Kichijoten goddess of worldly desires
Aranyani goddess of wilds and forests

fall ruled by Shinatobe
disciples
Huichi goddess of harvest
Taisui god of time
Leidenschaft god of purity, forgiveness et( you gt the picture)
Schutzaria goddess of passion and love and of relationships and souls.
Raijin god of weather
Nisaba goddess of wisdom and patience and enlightenment
Ame goddess of arts and crafts

winter ruled by Izanami
disciples
Okami god of ice and snow
Geduldh goddess of destrution and wrath.
Phra god of misfortune and sickness.
Poza goddess of hearth and home.
Leigong god of Revenge and sports and fighting and training.
Themis goddess of divine order, fairness, laws and customs.
Dionysus god of festivals

mortals and chaos are ruled by Okuninushaos.
disciples
Frigg goddess off marriage and bonds
Dionysus god of parties and Alcohol
Asteria goddess of dreams and nightmares and illusions.
Zepar god of magic and mystical arts
Bishamonten goddess of scared grounds and scared things and people.
Harpocrates god of silence, secrets and confidentiality and hidden.
Xiwangmu goddess of government, longevity, nations, judge of people in power
Plant life

Argenic Daisies

These are small flowers no taller than 15 centimeters that can be found growing along the edges of freshwater lakes and ponds during the winter and superwinter seasons given that the body of water is not frozen over. These flowers are defined by the unique silver color of the petals and the green glow they seem to give off during particularly bright days in the winter seasons.

The petals are coated in a highly reflective material that resembles silver which makes the petals a popular jewelry item when properly preserved and treated. The petals are oriented in unique manners depending on their location, this is the result of the flowers utilizing the reflective surfaces of the petals to direct sunlight to a green bulb located in the center of the flower which is surrounded by a number of smaller bulbs on stalks. The light being directed in this manner causes it to pass through the bulb and be filtered to a green color hence the glow.

The bulbs themselves contain seed pods to bear new argenic daisies. Their lifespans start in the early winter months as the temperatures begin to drop. Seed bulbs that fell to the ground after the death of the flower open up and allow the seed pods within to spread out and begin growing. The cold temperatures coupled with the nearby water source allows for the pods to be locked in place by the resulting frost on the ground. It takes a few months before the first roots sprout from the pods and dig downward into the ground. These roots are durable and able to push through solid ice in rare cases. Upon reaching a warmer layer underground, the roots bring nutrients, heat, and water up to the main body which has begun growing upwards and developing the petals and the silvery coating.

By the time the middle points of winter rolls around, the petals are fully developed and the signature green glow is present during brighter days. The flowers bringing both heat and water up from below has created a small patch around where it is in the ground where the ice or snow is melted partially. Once super winter comes along the petals all begin folding inwards and encasing the bulb to protect it from the harsh weather along with the height of the plant shrinking to an average of just 7 cm. This state of the plants life also creates something that is a popular piece of jewelry when properly preserved and treated.

Only a small fraction of these plants survive this phase of their lives, with most either being eaten by sunwings or destroyed by the storms. The few that do survive are more than enough to maintain the populations.

The roots slowly pull the plant into the ground over the course of a month. This is where the plants will conserve energy and nutrients as much as possible while it bides its time through spring, summer, and super summer. Once these seasons pass, the bulb opens up to allow the seed pods to be carried around by the wind or any other wildlife and allowing the cycle to begin anew.

While the flowers are resilient against the elements for the most part, small imbalances in pH, toxic chemicals, and lack of liquid water nearby can lead to the loss of large populations in areas of the world. The flowers are particularly sensitive to the presence of sulfur which can inhibit the proper formation of the petal coating resulting in the seed bulb dying out. Farming is possible for these plants although they don't serve a practical purpose beyond aesthetic appeal leaving the practice a niche activity at best.
Stiltski

(Never done anything really in regards to world building before, but what the heck.)

(Editors note: Forgot to mention history, added now.)

Pre-history
Fiends were not a arrival but rather a project of a unknown race, as the first sludge pool was seeded on the planet long ago with no signs of any surveillance equipment or monitors left behind. The Fiends themselves do not know of this and believe that they simply were created on the planet around the time life began to blossom on it.

The species.

Fiends, creatures composed of a substance with similar qualities to tar known by many as 'sludge'. They are creatures of corruption, displayed through their traits and behaviors, as a result, typically races or empires that follow purity will typically look down at them, often in disgust.

The average Fiend typically stands about 5'6, resembling the average bipedal species with both arms and legs, their hands however only have 3 fingers, one of which being the all important thumb, although they are a bit clumsy as they are also clawed. Fiends are also incredibly lanky and 'brittle' they are incredibly useless in 1to1 combat especially in hand-to-hand conflicts. Their heads are bit leaning towards a avian appearance, each Fiend having a unique shaped 'beak'.

Fiends are all asexual, rather than having reproduction through standard means they instead start their lives by crawling out of a pool of sludge as a small 'Fiendling' who only stands about 1/2 a foot tall, and with the body shape of a lizard. As Fiends mature their lizard tail disappears and they stand up straight, due to the nature of Fiends it only takes them approximately 5 months to go from baby to mature, however the average Fiend typically only lives for about 40 years....assuming they die of age at least.
It should also be mentioned that tons upon tons of 'Fiendlings' crawl out of these pools weekly, so Fiends are very high in numbers and as a result in their eyes: expendable, leading to their very volatile science development and lack of development in their medical research save for disease.

Behavior wise Fiends are very hit and miss, with their high numbers variety is a major focus and there are all plethora of good and bad Fiends. The average Fiend however is typically leaning on the more positive end, being capable of cooperation between themselves and other races should the need arise.

In terms of other settlers Fiends are much more and accepting, especially in trade and diplomacy. They are always usually interested in learning more about the other settlers mainly in culture as Fiends do not have much culture of their own to speak of.

In regards to their technology, Fiend tech is a very double edged sword, on the bad end Fiend tech is piece-meal garbage put together with wood, basic metals, and sludge, and are often at equal risk of injuring the operator as they are as actually functioning properly. However Fiends take advantage of their lack of save features by making said devices as effective as possible, meaning their weapons are strongly effective and other branches like their mining are very streamlined (Although this does of course carry its own...incidents).


The land

The very first sludge pit was formed within a canyon, and that is where the majority of Fiends still exist to this day. Now named 'Velk's canyon', named after the Fiend to found the first proper Fiend settlement, it is a bustling hub of Fiend trade and commerce.

Currency wise, due to the canyon containing massive deposits of emerald, Fiends use cut emerald coins as their centralized currency, otherwise they follow the barter system of trade, most usually to outsiders and foreign traders as emerald is not a common currency system.

Their architecture in their buildings is similar to their technology, its largely buildings made of scrap and cut stone, the only exception to this is the middle of the city where a large tower sits, so tall that is stands above the canyon despite being in the center of it. Carefully designed compared to the other Fiend buildings, it resembles that of usual medieval castles with cut stone and wooden supports. It is this tower that holds the council and hosts diplomatic gatherings.

Employment for Fiends is typically standard jobs, like wood cutting and mining, but some Fiends show special traits that allow them to extend into higher job positions. The most notable of which being engineers: Engineers are the inventors of Fiend kind, typically being noticable due to their replacement of their own body parts with metal replacements. A engineer is a prestigious position in Fiend society, bringing both respect and gratitude as engineers are the ones who typically cobble together all manner of different devices and tools for Fiends to utilize.

Political wise Fiends have two seperate things:
For domestic matters Fiends have the clan system, which is sort of like a party system. Each clan represents the focus of one aspect of Fiends, currently there are three main ones:
Clan Dire: The clan dedicated to sludge.
Clan Witkin: The clan dedicated to research and technology development.
and Clan Perciv: The clan dedicated to trade and foreign affairs.

As for direct foreign affairs and diplomacy, the Fiends have a council of 10 Fiends: 2 generals, 2 'engineers', 2 diplomats, 2 trade overseers, and 2 non-specialist Fiends to act as the representation of the civilian Fiends.

In their military they take advantage of their numbers, sure one Fiend can be beaten with the equal difficulty of breathing, 50 fiends however are another story. The average soldier is typically underequipped, being only given basic blades and guns. The only well armed Fiends are the council guard, being given top-of-the-line weapons, and armor so painfully crafted that they must take a sacred oath before having it grafted to their skin. As a result Council guards are the most dangerous Fiends there are, being well armored and well equipped. Beating one Fiend is easy, beating 50 fiends is harder, beating a council guard is it's own achievement.

Specialty resource
All Fiends excrete sludge off their bodies, typically about a gallon per-year for each individual.
It is unknown if the effect is a result of magic, or chemistry, but Fiends and only Fiends are able to manipulate base of properties of sludge, turning it into a multi-purpose miracle substance that Fiends heavily rely on for both their scientific and construction development, as well as in trading with foreign powers.

The full list of uses Sludge can be repurposed for is displayed here:
-Glue
-Fuel
-Food (For fiends it tastes terrible, for other species it typically tastes like cinnamon.)
-Low grade explosives.
-Poisons and toxins.
-A basic healing salve
-A alternate to salt to keep meat fresh.
-and a cure to minor and a couple moderate diseases.


Extra detail

As a result of sludge mingling with plant life, it created a mutated variant of flower.
Referred to as Fiends as 'Cik flowers', they partially resemble roses with larger darkish green colored petals and duller thorns.
Its greatest trait however lies in its petals, if cooked with they give a strong yet moderately spicy taste.
An Aquatic Animal

Ichthys Elaphas or Elephant Fish. Like the name implies this fish has a long snout and has a mostly purple coloring. The small animals it might feed on are usually around kelp of similar the hue. It grows up to 12ft in length. Its slender body can coil to look like the kelp it lingers around in.
This fish is also called the cattle of the sea since its plentiful and can be almost found anywhere. On another note...food-wise it tastes pretty good, especially with the proper seasoning.

Sorry for the crappy drawing...I really wanted to make sure I got my creature in here before time was up.
fish_for_rpr.png
Kim Topic Starter Site Admin

This is it, the last day to post your ideas! Once the 21st is over in all time zones, so too is this event. :firefly-is-over:
Kim Topic Starter Site Admin

Here's another colonist race... not quite as fleshed out as my last one, but it's got some good building blocks I think. :)

The Bhombil

Appearance
The Bhombil are a mammalian species, about 3-4 feet in height and covered head to toe in fuzz that can be brown, black or a reddish color.

Their right hand has five fingers and a thumb, while the left has four fingers and a thumb (like a human hand).

At some point in their history, they were a flying race, but now all that remains of their wings is a leathery flap of skin that goes from their wrists to their knees. Although not useful for flying, they can glide - and in the low gravity of Auruta, they can glide a considerable distance. As such, they are rarely injured if they fall from a high place while conscious. They also have surprising upper-body strength from left-over wing-muscles.

The Bhombil have dark eyes, an elongated face like a snout, and highly mobile noses. They have vastly more muscles surrounding their noses than they do their eyes, and as such, most of their facial expressions are performed with the nostrils rather than the eyes -- one might arch a nostril rather than arch an eyebrow.

Their natural eyesight is quite poor. However, their senses of hearing and smell are exceptional. Some Bhombil wear high-tech goggles to help them compensate for their poor vision.

The Bhombil thrive during Auruta's summer and suffer less than most other colonist races during the super summer. During winter, they bundle up so thoroughly that they look like little spheres made of sweaters and thermal padding.

Diet
The Bhombil are strict herbivores, with a strong preference toward fruits and berries - soft plants with a high sugar content. The Bhombil require a high sugar content in their diet to survive, and make a variety of candies and even sweet meads enjoyed by other colonist species.

Bhombil are happy to join the colonies of other species, but the reverse is rarely true; a diet that features something other than berries and sweets for every meal is hard to maintain in a Bhombil colony, and other species find this presents numerous health problems for them once the initial child-like thrill of it has worn off.

Agricultural specialists
Bhombil colonies are known for their skill with horticulture and botany, utilizing a variety of both ancient techniques along with the latest in modern tech on their farms. Bhombil colonies are check-worked with orchards and plots of berry-bearing vines -- during the winter, force-field domes are activated around the farms to create on-demand green houses that keep their farms producing year-round.

The Bhombil brought a variety of fruit bearing trees and plants with them from their homeworld, but have happily adopted (and adapted) the native fruits of Auruta as well.

Culture
Bhombil parents don't pressure their children to become doctors or lawyers. No, the best thing Bhombil children can grow up to be is a botanist.

Bhombil botanists compete in annual competitions to create novel genetically engineered or hybridized fruits.

Bhombil delight in perfumes. Floral and fruity are some of their favorite scents. They also enjoy decorating themselves with metal jewelry.

Because of their diet of sweets, sugary smelling perfumes, comically oversized goggles and winter sweaters, not to mention their squeaky voices, other species often stereotype them as jolly, silly, or even as "yokels." The Bhombil find this annoying, but tolerate these stereotypes -- being underestimated can be used to one's advantage, after all.

Government
The Bhombil homeworld is run by a world-wide bureaucracy, headed by a Chief Administrator who is elected by the population every ten years.

Bhombil colonies on Auruta have attempted to mimic this system, but the much more rugged environment and the existence of resource shortages has led to the introduction of corruption, officials openly accepting bribes, and many citizens ignoring the rules imposed by their bureaucracy. This has led to some wild over-corrections and experiments in new forms of government. Politics is a favorite topic of discussion in Bhombil gatherings, with nearly everyone having a boisterous opinion on how things ought to be done. Sudden changes in leadership or a district of a city declaring it is now its own sovereign government and seceding from their neighbors are not uncommon of late.

Bhombil are temperamentally not violent, and these divisions rarely result in fighting beyond vigorous and loud argument.

How the Bhombil came to Auruta
The Bhombil home-world has long-since mastered weather control technology, centuries ago finishing a satellite network that allowed them to utterly master every gust, cloud and raindrop on the planet. Winter was eliminated, and the weather is always perfect for farming and enjoying a sunny day in a park with your family.

But not all Bhombil feel that this is a good thing. Freezing the planet in the midst of a favored season meant that many species went extinct and haven't been seen for centuries. Many ecosystems on the homeworld are kept going entirely through artificial interventions. This fragility leaves many Bhombil scientists nervous. How would life fare on the homeworld if one piece of this technological web failed, or, worst of all, if the weather control system fared?

Cultural nostalgia about the days before the endless, perfect summer grew over time. Populations who had never seen snow before were fascinated by reality holoprogramming where a few city blocks were plunged into winter, and contestants compete to "survive" in a "harsh snowfall" for huge prizes.

With the discovery of suspended animation technology, colony ships, holding several hundred families and a databank full of genetic information on species that once existed on the homeworld but can no longer survive there, have been setting out to find new habitable worlds. Individuals and families sign on to these one-way expeditions for various reasons; seeking economic opportunity, a fresh start, scientific discovery, the pure adventure of seeing a planet that isn't utterly tamed, or even a sort of spiritual longing to restore the old species of the Bhombil homeworld to existence, even if it happens light years away from their point of origin.

One such colony ship made its one-way journey to Auruta, and the Bhombil who awoke from suspended animation on its surface have managed to build multiple thriving cities over the last century and a half.

Bhombil colonies are an unfortunate source of new invasive species, as their colony scientists grow and adapt the next creature in their genetic databases. Sometimes, they will dump their newly grown species quite far from their cities or even on other islands when they realize that the new critter is fascinating, but not compatible with cities...

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