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Bestiary
Topic Started: Aug 21 2008, 09:28 PM (93 Views)
The Royall J
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The Last Cool White Guy
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This is supposed to give you more information regarding the different creatures of Protogene, including demons, fairies, vampires and horrible tentacle monsters from the far dimensions.

The Netherlands

The Netherlands as it is known is a dimension of pain and suffering, effectively all the known religious hells and beyond. Their denizens are frightful and destructive, sometimes they are born from the energies of the Netherlands itself and sometimes they are the by product of an exceptionally evil spirit. Nevertheless they all suffer grievous wounds by holy symbols and items, but only if the user believes in said holy symbol and/or item. If destroyed on the mortal realm they return to the Netherlands, banished for a hundred years and only able to return if summoned; if destroyed on their home realm they are completely and utterly destroyed, their astral energies spread throughout the multiverse.

Devils

Devils are true denizens of the Netherlands. They spring up from the foul energies of the Netherlands and usually only vaguel resemble humans, normally they are creatures of hideous appearance and are far more powerful than a demon, though most still being unable to manifest on the mortal realm without being summoned and must rely on possession to affect it. The creatures known as hellhounds, black mastiffs the size of small ponies, fire in their eyes and hatred in their bellies, are some of the more famous devils. Hellhounds are still servants however, even to demons, being little more intelligent than a mortal dog.

Devils are much harder to destroy than a demon having not known death and being naturally tougher, the average person could not harm a devil with it's bare hands while someone with a gun could harm it. Small calibur ammunition do not pierce a devil's skin but do hurt tremendously and can start to do serious damage if continued shots are fired. Higher calibur weapons can kill a devil, unfortunately since their anatomy is so much different from that of a humans a shot through the chest would not necesarily kill it, but a shot through the head always does the trick.

Devils though cruel and evil are honorable creatures. If they give their word they will keep it but they might twist the words around to suit their needs or if it amuses them.

Demons

Demons are former human spirits that have adapted well to the Netherlands. Most do not remember their former lives as humans and those that do remember don't care. In the Netherlands they are second class citizens of a sort, having considerably less power than a devil they barely managed to survive in the power struggle that is life in the Netherlands.

Unlike Devils, demons are always humanoid in shape, the youngest looking almost exactly the same while the older ones are still recognizably human are deformed and may possess scaly skin and leathery wings. Maybe even a tail. Most possessions that occur on the mortal realm are caused by demons searching for more power from an outside source, it's almost impossible for a demon to manifest on it's own in the mortal realm and most aren't mentioned in any rituals to be summoned thus having to rely almost entirely on possession to affect the mortal realm.

Demons are considerable easier to kill than a devil. Though the age fo the creature affects how powerful it is, your average handgun could kill a demon and if it's a particularly weak demon the average person on an adrenaline rush could beat one to death.

Demons are cruel, evil, and have no care to keep their bargains unless bound by someone who has summoned them.

Fallen

These creatures claim to be fallen angels, whether this is true or not is unconfirmed. Their power is far beyond that of any other creature of the Netherlands. Every last one of them claims to be a fallen angel and wishes to bring about the apocalypse. They do not seem to be able to physically manifest on the material plane nor do they seem capable of possession, instead they inhabit silver coins the size of silver dollars inscribed with the demonic sigil that signifies who inhabits the coin. They grant power to whomever accepts it and seem to have the ability to completely take over someone who picks up the coin. The Fallen grant great power upon their "charge", including a battle form that has access to most of the Fallen's power as opposed to the weaker human form.

Fallen are incredibly hard to kill and are not to be taken lightly under any circumstance. Fallen do not have the same weaknesses of the other denizens of the Netherlands, holy items and belief mean nothing to the Fallen, the reason behind this is that they claim to be above such pathetic means of destruction.

The Fallen have as much of a personality difference as humans however they are all evil and destructive.

Asgard

Beyond the godlike beings known as the Asgardians, Asgard contains creatures like those found on the mortal realm, mostly in the European countries. Though these creatures are strong and powerful, much more so than anything found naturally on the mortal realm. Great and powerful boar, large wolves and the such are plentiful in Asgard as should be expected since no other kind of beast could stand a chance against the might of the Asgardians.

The Fae Realm

The Fae are great and powerful creatures, all others are like prey to them, though the Asgardians come close to being equals and the Farfetches have always been surperior and always will be. All Fae are weak to iron and things containing a large amount of iron such as steel, it's very touch is like that of acid and they are unable to directly affect it. Other than that they are virtually unstoppable. Luckily most fae care little for the mortal realm and thus do not interfere with it. A universal rule is that while all fae have the ability to make magically binding deals with the mortal realm they cannot do things that are outside of their power, for instance a small fairy of mushrooms cannot make you powerful enough to destroy the Silver Shield, but a noble could. Fae also decide what the price for their services are, not to say they can't be haggled with, some fae lords feel it's suffive to serve a year and a day under them no matter what it is you have asked for. Unfortunately this can lead to complications as time in the Fae Realm is unpredictable unlike on the mortal realm and thus you could serve for an actuality of three minutes or thirty years. What most do not understand is that the Fae do not use magic, their power is simply beyond mortal comprehension. It is as if while we live in five dimensions they live in eight, we could never truly understand them as they could never truly understand us.

The only Fae not to be aligned to any court and yet still not be a Wild Fae is Overon, his power exceeding that of any other Fae save the Erlking. he is generally apathetic towards the mortal realm and cares little for anything beyond his kingdom. It is said that he knows why it is the Fae can no longer reproduce amongst themselves and why most of the younger Fae are half breeds raised in the Fae Realm.

The Summer Court

The Fae of the Summer Court are more often than not considered friendly and kind though this is misleading because although their hatred of the Winter Court leads them to believe such things they are still fickle fae and do not understand the machinations of humans. Their power lies mostly in that of fire and heat and growth, for spring also falls into the general catagories of the Summer Court's control.

The Fae of the Summer Court are tanned of skin and dark of hair more often than not. They normally resemble someone who spends a lot of time in the sun, though their ears are always pointed and their eyes almond shaped with vertical slits for pupils. Though like all Fae they can mask their appearance and appear however they wish, but normally they appear good looking as in mortal eyes they are always beautiful when in their natural form and most of the Summer Court are vain in their beauty.

Creatures of the Summer Court are like those found on earth in the summer and spring months but much more cunning and powerful, dangerous as well.

Titania rules the Summer Court, her power beyond that of any other Fae of the Summer Court. Titania like her king cares little for the mortal realm and as long as no mortal disrupts the workings and machinations of her court.

The Winter Court

The Winter Court is seen as cold and emotionless, the most openly predatory of the Fae. They believe, like all fae but more strongly, that the only way to survive in the universe is to be stronger than those around you and to fight to the last breath. The power of the Winter Court lies mostly in cold and anything normally associated with winter and autum.

The Fae of the Winter Court are most often fair of skin and light of hair, with eyes in the spectrum of blue. Like all fae they are beautiful in the eyes of mortals and have almond shaped eyes with vertical pupils and pointed ears. Unlike the Summer Court, the Winter Court are not vain about their appearance(normally). They are vain about their creations and their power however.

Creatures of the Winter Court are like those found on the mortal realm in the winter and autum months though more cunning and powerful, not to mention dangerous.

Mab is the queen of the Winter Court and finds mortals interesting but more of a small hobby than anything to invest time and effort into.

The Wild Fae

The Wild Fae are not aligned with either court but when the call comes for war they will choose a side and battle like mercenaries. The only true ruler of the Wild Fae is the Erlking as they always heed his call no matter who they were calling their master or mistress.

Those among the Wild Fae include, satyrs, centaurs, trolls, goblins and the lizard men known as kobolds. Gnomes and elves are also among the Wild Fae, as are dwarves.

These beings can most often be seen during the Wild Hunt as they always answer the call of their lord. The Wild Fae normally do not have the kind of reality warping power of their cousins but are physically superior and often more cunning. Unlike normal Fae iron does not affect Wild Fae quite as viciously, though still acidic to their skin it is tolerable to the stronger of their brethren.

The Nightmare

Creatures of the Nightmare are normally created by mortal fears. They are soulless and evil and love to torment the mortal realm or they are simply mindless beasts.

Vampires

Vampires from the Nightmare are very dangerous as they are much more powerful than their spawn that are created out of mortals on the mortal realm. It is very rare however to encounter a vampire from the Nightmare as they tend to get bored with the mortal realm and leave. Their spawn however are much more likely to be encountered. Under normal circumstances holy symbols are a deterrent to vampires as long as it's something they believe holds holy significance. Garlic is not harmful to a vampire but their strong senses make it hard to tolerate.

Stakes through the heart do not kill a vampire merely incapacitate it, when staked a vampire is effectively a corpse. The only way to truly destroy a vampire is to burn it, leave it for sunlight, kill it with a holy symbol, or remove it's head from it's shoulders. Unlike a more popular belief a dead vampire is now simply a corpse, they don't poof into dust or anything stupid like that.

There are really two types of vampires, those that feed on blood and those that feed on emotions or spiritual energy. Those that feed on blood, any lifeblood will do not just that of humans, are more commonly found in the western hemisphere and Europe. Those that feed on spiritual energy and emotions are more commonly found in the Eastern Hemisphere, Asia and Africa.

Vampires are physically superior to humans, they can move faster than a normal person could react to and are strong enough to throw a dumpster down an alley and although they can be harmed as easily as a normal human they can keep going without trouble until they sustain injuries that would normally kill a normal human.

Werewolves

Werewolves from the Nightmare resemble abnormally large wolves and are vicious killing machines. They rarely travel in packs as they find no need for it and only silver and fire can destroy them.

Occasionally a human survives an attack by a werewolf, or worg, and becomes one themselves. They can choose to fight their nature, these normally become hermits and hide away from society and sometimes being able to interact with normal society by keeping very strong bars on their doors and windows, or they can embrace their animalistic nature and become raving murderers. Unlike their powerful counterparts human werewolves can be killed by things other than silver and fire, but it's a whole hell of a lot easier with silver or fire. Werewolves age only slightly differently from a normal human, although they have the same lifespan they do not suffer any of the physical deterioration that normal humans do, though they can still suffer mental deterioration.

Being a werewolf is not a genetic trait that can be passed on it is something that stays with one person forever. Though there have been instances where it is known as a genetic defect such as in the case of Lupus, a Greek King who fed Zeus the flesh of a man and was punished with lycanthropy as were his children. This is an unconfirmed report and most likely untrue.

Other creatures become shapeshifters like werewolves, such as boars, tigers, rats, and bears. The same rules apply as to werewolves.

Shades

Shades are creatures resembling tattered shadows, they feed on fears of humans and often possess a human and cause it horrible nightmares until they die of fright. Shades cannot move around in sunlight as it instantly destroys them, but only real sunlight, not sunlight held in something by a spell or any other artificial means.

The Far Reaches

These creatures are beyond comprehension and explaination.

Other Creatures

Dragons

The only dragons left in existence are those in the Fae Realm which are surprisingly kind and gentle and those that exist in the Nightmare that only show up in peoples dreams to feed on their fear. Dragons are a product of human magic and thus when humans began to destroy them they hid but when humans stopped believing in them the either stayed and died or fled to the Fae Realm or Nightmare. Either way they do not deal with the mortal realm for returning could cause their destruction. They do not know if that is true or not but none are willing to take that risk.

Aliens

Mercurians

The hero known as Mr. Mercury is a Mercurian as they once were. Mercurians are broken into two sects, the Mentals and the Physicals. This does not mean that the sects feel superior to the other as a whole or that they argue constantly. Generally speaking Mercurians are mentally superior to humans as their mental capacity is half again as much as the average human, they are also physically superior as they all stand seven feet tall with long thin limbs and strong wiry muscles. All Mercurians are capable of low grade empathy and telepathy as well as changing their body density by roughly 10%. Mercurian technology has a very streamlined appearance to it and is very advanced even by the standards of interstellar travel. Mercurians have about half again the life span of a human however something about the atmosphere of Earth increases this number by an unknown amount, Mr. Mercury is a perfect example of this. The Mercurians have no home of their own anymore and simple travel through space searching for an uninhabited world they can terraform into a new Mercury.

The Mercurian language is one with few if any vowels and is very difficult for anyone without the facial muscles or vocal cords of a Mercurian to speak, though this is rarely a problem as a Mercurian can use their telepathy to simple speak to someone without the need for translators.

The Mentals are on average terms the leaders of their society because of their enhanced mental abilities. Mentals have highly enhanced empathy and telepathy, able to read the minds of anyone within several miles of their location and even able to link minds with their own kind and other telepaths. For those in close range their mental prowess is nigh unbeatable and it is very difficult to keep one out of your memories and thoughts. They are even able to create powerful illusions and hallucinations. They are also capable of mind control, though they feel this is disgraceful and rarely resort to it, though with permission from a sentient being they may speak through that person if no other method of communication is available.

The Physicals general compose most of the common workers as they are capable for more physical labor than the Mentals. They are capable of increasing and decreasing their density as well as their mass by nearly 70%. Their abilities make them perfect soldiers on the few occasions that the Mercurians have gone to war or needed to defend themselves.

Shegath

The Shegath are a warrior race believing that the only honor to be had is the honor of battle. Shegath are a powerful species that has taken over close to a dozen solar systems in their conquest to rule the galaxy. Where as humans evolved from apes the Shegath evolved from reptiles, Shegath skin tones range from sandy brown to forest green and one could almost call their skin scaly though it feels like silk. Their hair is generally a lighter or darker shade of their skin and cut short to keep it out of the way during a fight and their eyes are almond shaped with a definite predatory look to them, often in bright shades of yellow or red. A Shegath's facial features are very slight and thin, their noses small and close to their face, the same with their ears making them look even more reptilian. Shegath women are generally smaller and lighter than their males, but both are small and light compared to a human of either sex. Despite their small stature Shegath possess twice the physical capabilities of a human and are also much more durable and capable of surviving environments that a human would find unbearable. A Shegath thrives in an arid or humid environment, they are slightly more susceptible to cold than a human would be but do not slow down and shut down as a lizard does.

Shegath have evolved to adapt well and are quick to learn and use the information they have gathered. Their technology is often mismatched because of the different societies that have been taken over by the Shegath and then incorporated into their technology. They normally go into battle wearing armor that can protect them even from the depths of space for a time and and energy sword and shield that will tear through most materials instantly. Their swords can also be converted into laser rifles that the Shegath use with one hand but a human would have trouble working with two.

The Shegath language is one of hisses and growls, one could almost say it sounded like Russian. Almost. Humans often get tongue tied when trying to speak their language.

Shegath society views everyone as a warrior and they are trained from birth to fight, making their social skills below par. Shegath reach adulthood at about the human age of fifteen and would only live to about the human age of sixty. Shegath are led to believe that they are superior to other races and conquer to bring order to the universe. This is incorrect however, the leaders of the Shegath society, a council of warrior kings, enslave the "lesser" races and work them to death creating more technology and tending to food for the Shegath empire.

The Goos

The Goos are a bizarre race, and all information currently in the Silver Shield Database comes from what the alien Splortch has told them. They have no name for themselves, and their homeworld is in fact three moons that orbit a super-dense planetoid, and the three are so close that they share atmosphere and weather patterns. The planetoid revolves around their system's star in a strange elliptical pattern that carries it both to the edge of the gravity well and just shy of being pulled into the star itself at times. This, combined with the fact that the revolutions are so slow that his species estimates only 82 revolutions since they began to evolve, makes it almost impossible for any other species to survive there.

The Goos are an asexual race, reproducing like bacteria. When a Go decides to spawn, it eats and eats until it has nearly doubled in mass, and then splits into 4-6 smaller Goos. These juveniles possess enough genetic memory to understand what they are and what they are capable of, and it falls on older Goos to teach them the rest. Goos are able to metabolize almost any substance and excrete little to nothing. Because of their homeworld, they waste nothing in their digestive process. Sleep is not something a Goo requires, though periods of rest are needed every so often wherein a Goo does little more than eat and remain inactive. Being barely more than giant bacteria, Goos have no nervous system and do not feel pain; they are aware of damage dealt to them, but only in a general sense. In their natural forms the Goos are aware of their surroundings out to a distance of 30 yards, through a form of magnetic sense; in other forms, Goos still possess the magnetic sense to a minor degree (10 feet) but are limited to what senses the other form has.

His people, due to their inherent ability to change shape, had long ago learned to travel between the three worlds and developed a form of migratory culture. Having no need of technology, the Goos never even thought about space travel until a warship of the Shegath came to their world. The Shegath made a token attempt at conquering the world, but when the hostile world proved too hard for them to even bother terraforming the Shegath left, abandoning the ships that had crash landed on the surface. The gos, intrigued by these strange things, examined and disassembled the ships and learned how they worked. By working together, the Goos were able to replicate ships and began to ake explorations of their system. They soon discovered wormholes and begn to explore more and more, and exploration has been their main goal after they found that even the most hostile of other worlds was a veritable paradise for their species.

Uwtrarrai

The Uwtrarrai are a peaceful race, and have maintained peace in there small section of the galaxy by their very presence, for the race on a whole possesses the ability of tele-empathy as well as a bit of telepathy, that is the ability to transmit the emotions and feelings of one another to others, and their range is considerable.

The Uwtrarrai home world seems barren from space, vast and desert-like with many mountains, with a few small plants flourishing where water seeps up from beneath the ground. Underground, however, it many caverns fill with water and condensation, molding caves out of the stone. The Uwtrarrai make their cities above these caverns, tapping into the water supplies. Uwtrarrai mine the minerals in the ground for metals to build their cities, but their greatest accomplishment is their development of artificial crystal tech, using grown crystals in their machinery, which they develop into a plethora of uses and devices. Their cities glow with prismatic color where gems and crystal refract the light where their machines draw in sunlight for power.

The Uwtrarrai themselves stand around 3 meters tall, with digigrade legs with two toes on each foot. There hands possess four digits, the two outer ones being thumbs with sharp claws. They have broad chests and shoulder with narrow waists and slim midsections. Their skin is semi-permeable, covered in scales, though they do not appear as reptile or fish scales. The faces of the Uwtrarrai are unique, as they possess no mouth, nose or ears. They have a pair of glowing eyes, the color of which differ from person to person. Skin/scale color tends to run in soft tones of color, blues, greens, purples and the occasional browns and grays. Over time and age these colors darken and old elder Uwtrarrai sometimes appear black in coloration. They possess a bony crest at the crown of their heads, under which hair-like tendrils grown. The color of the tendrils is always very light, almost white, though light tones of coloration can be if one looks carefully.

The system of the Uwtrarrai is very interesting, as they require no food, and little water. They take in nutrients from light, though they are not plant like in biological makeup, rather organisms who developed photosynthesis for nutrients rather then organic substances. They absorb moisture through their skin and require amazingly little to sustain themselves. Their skeletal structures are slightly denser then a humans, containing a crystal structure that make them harder. Thus they are slightly stronger and more athletic then humans, though not to a superhuman degree. A crystal lattice runs throughout their cells, linking to the central nervous system, through which the light they absorb transfers energy and nutrients to their bodies while channeling the excess into mind and body functions. Uwtrarrai blood is blue and glows with the energy carries in it.

Uwtrarrai hearing is explained by their ‘hair’ the slim tendrils as nerveless sensory devises that pick up vibrations, protected by a membrane. If the strands are cut, the part of the device exposed quickly dies to prevent being overloaded. The device is not an organ itself and grows over an Uwtrarrai lifespan, thus if cut short, it will grow back and its effectiveness is not decreased. Smell and taste are accomplished through the skin, as the Uwtrarrai takes in a mixture of air and liquid through their skin, sensors pick up the particles that create smell and taste.

Uwtrarrai society is run by a council of elders, who encourage individuality, but take lead at times of crisis.

Uwtrarrai language is telepathic, and thus it is customary when dealing with outsiders to speak in their language via thought. Due to their empathetic nature, Uwtrarrai thoughts are laced with emotion, so a person feels the intent of them as they speck. Uwtrarrai doe have their own language that they think in, their words containing a few more vowels then humans, as with any other thoughts they send, it is also laced with emotions.
Edited by The Royall J, Apr 12 2009, 01:49 PM.
Do not walk in front of me I may not follow. Do not walk behind me I may not lead. Walk beside me and be my friend.
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