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==== Oihea'lak ==== |
==== Oihea'lak ==== |
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Native to particularly cold regions, like taigas, tundras, and the frozen peaks of mountains, Oihea'lak, sometimes known as Ice Goblinoids, have a natural attunement to ice— having adapted to the harsh conditions of particularly arctic regions, Oihea'lak are resistant to below freezing temperatures, naturally have a hotter body temperature, and can handle longer periods without food. They have smaller ears, thick patches of hair or fur, ice-like crystalline protrusions from around joints, across their torso, and sometimes on portions of their face; and smaller tails, assuming they have one. Their hair and eyes take after hues of the regions they hail from— soft lavenders, arctic blues, white, light grey, or indigo. Their skin, meanwhile, can come in shades of dull, dark blue-ish green, white, light green, or grey. Due to living in particularly cold regions, Oihea'lak are generally sedentary, establishing themselves in small communities. Although they may sometimes raid other local villages in desperation for suppliees, most are more than happy to supply furs, wood, ores, weaponry, and stone in exchange for them instead. They have a natural knack for [[Elementum Creo|Glacies]], which they use to conjure small blizzards or pile snow over their bodies to conceal themselves, and are known for blending a tiny bit of [[Rogus Vitalus]] into their spell work to slow foes, giving them time to land an extra blow or to flee should their opponents be too overwhelming. |
Native to particularly cold regions, like taigas, tundras, and the frozen peaks of mountains, Oihea'lak, sometimes known as Ice Goblinoids, have a natural attunement to ice— having adapted to the harsh conditions of particularly arctic regions, Oihea'lak are resistant to below freezing temperatures, naturally have a hotter body temperature, and can handle longer periods without food. They have smaller ears, thick patches of hair or fur, ice-like crystalline protrusions from around joints, across their torso, and sometimes on portions of their face; and smaller and/or bushy tails, assuming they have one. Their hair and eyes take after hues of the regions they hail from— soft lavenders, arctic blues, white, light grey, or indigo. Their skin, meanwhile, can come in shades of dull, dark blue-ish green, white, light green, or grey. Due to living in particularly cold regions, Oihea'lak are generally sedentary, establishing themselves in small communities. Although they may sometimes raid other local villages in desperation for suppliees, most are more than happy to supply furs, wood, ores, weaponry, and stone in exchange for them instead. They have a natural knack for [[Elementum Creo|Glacies]], which they use to conjure small blizzards or pile snow over their bodies to conceal themselves, and are known for blending a tiny bit of [[Rogus Vitalus]] into their spell work to slow foes, giving them time to land an extra blow or to flee should their opponents be too overwhelming. |
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==== Fásch'lak ==== |
==== Fásch'lak ==== |
Revision as of 11:52, 25 March 2024
Other Names
Other Names | ||||
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Variant | Name | Region | Nature | Origin |
[Insert Variant] | [Insert Name] | Insert Nation (or Universal) | Is it a derogatory term, the race’s ‘True Name’ (aka the name they call themselves) or a common name? | Discuss where it potentially spawned from! Feel free to say ‘Unknown.’= |
Classification
Average Threat Level
Lifespan
Lifestages
(Feel free to remove if it is inapplicable.)
Body Variations
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Orc
Insert
Troll
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Hobgoblin
Gak'uk
Although the term Goblinoid is used to refer to all Oruk'tul, the Gak'uk, otherwise known as the Goblins, are a particularly diminutive and short-lived, albeit ingenious species of Goblinoid and where the term Goblinoid originated from. Gak'uk are believed to be the descendants of Orka who intermingled with Éadhfeit due to some of their kin having seeming ties to the elements, however, most attribute this to be less a matter of a Sprite ancestry and more a matter of their adaptability— Gak'uk are a remarkably adaptable species capable of residing almost anywhere in Asla'nir. Gak'uk are known for their stumpy, short-limbed nature, with unusually small limbs causing them to stand roughly three (.91 metres) to four feet (1.22 metres) tall in regions of low ambient stellar mana and six (1.82 metres) to seven (2.13 metres) in regions with amble stellar mana, like Aloernarch or Udoxa. Most have bat-like, pointed ears and some have tails with slight plumes at the end or bat-like noses, however, most Gak'uk are relatively humanoid. The leading theory in regards to their immense age gap is believed to be tied to Gak'uk having a particularly distinctive quality— Goblins handle hardship, injury, and their environment in a very particular way and they can naturally absorb ambient mana to compensate and restore their unusually low amount of life essence for a Sídhethalan species. They have a naturally greater regenerative factor in comparison to most mortal species and their reliance on absorbing mana due to the bulk of Goblinoids residing within harsh conditions. Those who reside in more peaceful clans or amongst civilisation generally have longer lifespans but age slower; those in Hordes, however, have adapted to have shorter lifespans but mature faster— they have almost half the lifespan of a Human, yet reach adulthood in merely a few years, although Goblinoids in regions like Udoxa and Aloernarch are relatively long-lived. Inhabiting the primordial wilds in either small clans or barbaric Hordes, their lives are filled environmental hazards and the hazards of other sapient lifeforms alike— Hordes, in particular, raid local villages more often than not, swarming foes with crude, handcrafted weaponry and technology, and notably fight amongst themselves, sometimes cannibalizing the losers.
Cabnak'luk
Cabnak'luk, otherwise known as 'Common Goblins,' are the stereotypical association with the Gak'uk that most mortals have, as they are the most plentiful subvariant of Gak'uk. Whilst Cabnak'luk do vary depending on the biome in appearance, they are all Cabnak'luk all the same— they are found across almost all of Asla'nir with the exception of its most inhospitable regions. Notably somewhat aggressive and territorial to any would be travellers within their territory, Cabnak'luk have decent sized territories which surround their clan or Horde's encampment. Although most Gak'uk are timid, only standing their ground in numbers, Cabnak'luk take defending their territory quite seriously and all else who live within this region are prone to being attacked for straying too near to their homes— or for supplies during hard times. These Goblins appear quite similar to the Orka— they are predominantly humanoid, possessing mostly hair on their head, and have very few bestial, plantoid, or mycelial traits. They are found within most biomes in Asla'nir and are often subcategorized by the biome whence they came from. Cabnak'luk are notably poor at magic, however, they share a minor aptitude for Natura Animi like all other Goblinoids. Beyond the small aptitudes they get depending on region, however, most Cabnak'luk have little to no magic, although Cabnak'luk do have one final trick up their sleeves— some particularly talented Cabnak'luk seem to have a small knack for Viva Caelatura, which they use to produce minor enchanted items, be they for trade, combat, or otherwise annoying travellers who enter their territory.
Fionak'kuk
A particular bestial type of Goblinoid, the Fionak'kuk are believed to potentially feature some sort of Kaiju heritage, however, most are unsure precisely what
Ok'grar
Ogre
Bu'kane
Bugbear
Bhai'lak Variations
All Goblinoids have two types of Bhai'lak variations— Bhai'lak is the term for 'home' or 'origin' in the Goblinoid tongue and these two variations are known as Bhaidom'lak ('World Home,' as in, what type of biome they stem from) and Bhaicrann'lak ('Tree Home,' as in which World Tree they stem from, which is dependent on what continent they stem from more often than not). To keep things concise, however, each shall be given a short summary.
Bhaidom'lak Variations
Fora'lak
Native to regions with lush plant life, Fora'lak, or Forest Goblinoids or Grassland Goblinoids, are particularly common in forested regions, regardless of their climate (although many Goblinoids in taiga are Oihea'lak), and regions like grasslands, shrublands, and steppes, although they generally lack the adaptations suited for arboreal life. Generally more passive than other members of their kin, Fora'lak are generally quite amicable, albeit decently territorial. Their hair come in shades of warm or deep browns or shades akin to the leaves of the local flora where they come from— for example, those from the Violacera Holt in Udoxa might have shades of purple rather than shades of green. Their eyes are vibrant and often speckles, taking on vibrant greens, ambers, or golds, although, like hair, it might be a different colour if the local foliage is rather unusual. Their skin generally comes in a wide array of green hues or deep, earthy browns. Fora'lak have the possibility to have slightly longer limbs; semi-prehensile or prehensile feet capable of gripping better onto trees; claws well adapted for climbing; prehensile tails for balancing; or plantoid hair akin to local species, however, not all Fora'lak have these traits— those who are found in forests are more likely to have adaptations for arboreal life. Fora'lak have a greater aptitude for Natura Animi, even in comparison to other Goblinoids— they ensnare foes with thorned vines, can better persuade beasts to work alongside them, and can naturally speak to plants and animals, which they use to find out whether or not someone is approaching them or to tame the fauna where they come from.
Luas'lak
Luas'lak hail from swamps, mires, fens, and estuaries— they are oftentimes referred to as Swamp Goblinoids and are notably aggressive towards outsiders. Known for their distinctive dark, dull green or muddy brown skin and minor adaptations to the abundance of water present, Luas'lak are renowned for their unusual magics. Although not all Luas'lak are particularly well adapted to their home, many have lightly webbed digits; mycelioid or plantoid features; larger feet in order to better walk on mud; or slender, lithe, rudder-like tails for swimming. They have vibrant crimson, green, brown, or amber eyes and black or similar colours to their skin for their hair. Luas'lak have some innate potential for Tempestas, however, they are most known for a rather niche usage of it— blending Rogus Vitalus and Natura Animi into these summoned fogs, they produce toxic, acidic, or necrotic fogs that sicken foes; they are, naturally, resistant to these effects. The thickness of them allows them to conceal themselves within them— either to leap out from it to ambush any would be travellers or to flee, should they be injured or already weakened. Luas'lak, of course, can utilise Tempestas for other things, however— those who are sedentary and have formed small villages tend to use it to water their crops or to wash off objects by conjuring a small rainstorm.
Oihea'lak
Native to particularly cold regions, like taigas, tundras, and the frozen peaks of mountains, Oihea'lak, sometimes known as Ice Goblinoids, have a natural attunement to ice— having adapted to the harsh conditions of particularly arctic regions, Oihea'lak are resistant to below freezing temperatures, naturally have a hotter body temperature, and can handle longer periods without food. They have smaller ears, thick patches of hair or fur, ice-like crystalline protrusions from around joints, across their torso, and sometimes on portions of their face; and smaller and/or bushy tails, assuming they have one. Their hair and eyes take after hues of the regions they hail from— soft lavenders, arctic blues, white, light grey, or indigo. Their skin, meanwhile, can come in shades of dull, dark blue-ish green, white, light green, or grey. Due to living in particularly cold regions, Oihea'lak are generally sedentary, establishing themselves in small communities. Although they may sometimes raid other local villages in desperation for suppliees, most are more than happy to supply furs, wood, ores, weaponry, and stone in exchange for them instead. They have a natural knack for Glacies, which they use to conjure small blizzards or pile snow over their bodies to conceal themselves, and are known for blending a tiny bit of Rogus Vitalus into their spell work to slow foes, giving them time to land an extra blow or to flee should their opponents be too overwhelming.
Fásch'lak
- Biome: Arid regions, as well as particularly rocky or sandy regions, like mesas, deserts, certain types of mountains or hills, and savannahs.
- Potential Hair Colours: Shades of blonde, grey, and brown, as well as black.
- Potential Eye Colours: Amber, gold, or brown.
- Potential Skin Tones: Earthy hues, like browns, greys, or dull, dark golds.
- Potential Traits: Larger ears for reducing heat; less fur; hairless tails, if any, in order to further radiate heat; third eyelid to block sand; minor heat resistance.
- Potential Magical Affinity: Terra
- Notable Ability: Producing thick sandstorms to obscure vision— usually requires assistance from other Goblinoids to make a substantial one, however.
Sil'lak
- Biome: High altitude regions that are not particularly cold— mountains and high hills.
- Potential Hair Colours: Earthy hues, like browns, greys, or almost charcoal skin.
- Potential Eye Colours: Grey, blue, crimson, or brown.
- Potential Skin Tones: Earthy hues, like browns, greys, or almost charcoal skin.
- Potential Traits: Somewhat larger and differently structure ears to better enable hearing; adaptations for seeing in the dark, but not as well as Uai'lak; dull, thick claws to assist in climbing rocky surfaces.
- Potential Magical Affinity: Viscus Insero
- Notable Ability: Hardening their skin to increase their durability to a limited degree.
Farra'lak
- Biome: Bodies of water in general.
- Potential Hair Colours: Shades of blue or certain blue-greens, like sea green or teal.
- Potential Eye Colours: Shades of blue or certain blue-greens, like sea green or teal.
- Potential Skin Tones: Shades of blue or certain blue-greens, like sea green or teal.
- Potential Traits: Fins; gills; tails adapted for swimming; hairless skin beyond the hair on their head; patches of scales.
- Potential Magical Affinity: Unda
- Notable Ability: Can readily switch between water biomes without downsides; can utilise Unda to swim faster than most land-based humanoids; can echolocate.
Uai'lak
- Biome: Cavern systems.
- Potential Hair Colours: Black, grey, or brown hair.
- Potential Eye Colours: Grey, amber, crimson, or brown.
- Potential Skin Tones: Earthy hues, like browns or greys; or dull greens.
- Potential Traits: Somewhat larger and differently structure ears to better enable hearing; adaptations for seeing in the dark very well like larger pupils; usually smaller than average to fit into smaller spaces.
- Potential Magical Affinity: Umbra et Lux
- Notable Ability: A knack for shadow-based magic— removing illusions and becoming invisible.
Lasi'lak
- Biome: Volcanic region or regions with notable volcanic activity.
- Potential Hair Colours: Crimson, ebon, or grey.
- Potential Eye Colours: Crimson, amber, or gold.
- Potential Skin Tones: Grey, charcoal, or particularly dark or dull shades of green or brown.
- Potential Traits: Patches of scales; unusually long tongues; more notable fangs or tusks; patches of obsidian formed on skin; distinctively molten eyes; magmatic patches on skin or magmatic or flaming hair; third eyelid to prevent ash or debris from entering one's eyes; high temperature resistance, albeit one not exceeding 500 ° C.
- Potential Magical Affinity: Vulca or Ignis
- Notable Ability: Can produce solid objects from ash— can sometimes be as durable as steel with enough training.
Bhaicrann'lak Variations
Verkrone
- Nation: Aloernarch
- Potential Hair Colours: Any colour enabled by any other World Tree.
- Potential Eye Colours: Any colour enabled by any other World Tree.
- Potential Skin Tones: Any colour enabled by any other World Tree.
- Potential Traits: Notably much larger than other Goblinoids— even over other larger Goblinoids— and are biologically immortal (do not die of old age) so long as they stay within regions of substantial ambient mana.
- Potential Magical Affinity: Imperium Mentis
- Notable Ability: Able to form more extensive telepathic links over longer distances; have a naturally greater resistance to Imperium Mentis; can better control any summons or thralls.
Corontier
- Nation: Fydrassi
- Potential Hair Colours: Earthy shades— brown or grey.
- Potential Eye Colours: Earthy shades— brown or grey.
- Potential Skin Tones: Earthy shades— brown or grey.
- Potential Traits: Large, almost paw-like hands that can be used to burrow; higher pain tolerance; patches of earth across their skin.
- Potential Magical Affinity: Terra
- Notable Ability: Can live in spite of fatal wounds for up to an additional thirty seconds.
Estremar
- Nation: Fydrassi
- Potential Hair Colours: Shades of blue or certain blue-greens, like sea green or teal, however, they can also take colours of the vibrant coral structures that compose Estremar.
- Potential Eye Colours: Shades of blue or certain blue-greens, like sea green or teal, however, they can also take colours of the vibrant coral structures that compose Estremar.
- Potential Skin Tones: Shades of blue or certain blue-greens, like sea green or teal, however, they can also take colours of the vibrant coral structures that compose Estremar.
- Potential Traits: Fins; gills; tails adapted for swimming; hairless skin beyond the hair on their head; patches of scales.
- Potential Magical Affinity: Unda
- Notable Ability: The ability to enable coral growth and to heal coral structures; can breathe underwater regardless of gill presence.
Fuegazón
- Nation: Fydrassi
- Potential Hair Colours: Crimson, ebon, or grey.
- Potential Eye Colours: Crimson, amber, or gold.
- Potential Skin Tones: Grey, charcoal, or particularly dark or dull shades of green or brown.
- Potential Traits: Patches of scales; unusually long tongues; more notable fangs or tusks; patches of obsidian formed on skin; distinctively molten eyes; magmatic patches on skin or magmatic or flaming hair; third eyelid to prevent ash or debris from entering one's eyes; high temperature resistance, albeit one not exceeding 500 ° C.
- Potential Magical Affinity: Vulca or Ignis
- Notable Ability: Fire will not go out in exposure to water— goes up a step in damage in response.
Aerimene
- Nation: Fydrassi
- Potential Hair Colours: Amber, gold, lavender, shades of violet, or sky blue.
- Potential Eye Colours: Amber, gold, lavender, shades of violet, or sky blue.
- Potential Skin Tones: White, pallid Human skin tones, or silver.
- Potential Traits: Patches of feathers across their body; small, vestigial wings; markings across portions of their body; thicker fur to prevent windburn.
- Potential Magical Affinity: Caelus
- Notable Ability: Can walk across clouds and can do very slow levitation through Caelus (up to half of their sprinting speed).
Goketsu
- Nation: Furukame
- Potential Hair Colours: Red, pink, white, or black.
- Potential Eye Colours: Red, pink, white, or black.
- Potential Skin Tones: Red, pink, white, or black.
- Potential Traits: Crimson plantoid (particularly sakura-like or lotus-like) features; ebon, thorned vines embedded and emanating from their skin.
- Potential Magical Affinity: Viscus Insero
- Notable Ability: Can heal when one absorbs blood; ability to use blood to increase the growth of plants.
Prysima
- Nation: Arkeum
- Potential Hair Colours: Pastel hues of pink, light blue, gold, or white.
- Potential Eye Colours: Pastel hues of pink, light blue, gold, or white.
- Potential Skin Tones: Pallid skin tones, pink, light green, or white.
- Potential Traits: Pastel crystalline growths emanating from around joints or across one's torso or limbs; glowing, star-like markings; or glowing eyes. Unusually large for Goblinoids, but are generally still smaller than other larger variants. Unusually large mana pool for a Goblinoid.
- Potential Magical Affinity: Aethera
- Notable Ability: Can utilise a peculiar form of Vulca with Aethera to form aetheric crystals that can be used in various types of spells.
D'akkhfal
- Nation: Udoxa
- Potential Hair Colours: Vibrant purple, crimson, or gold.
- Potential Eye Colours: Vibrant purple, crimson, or gold.
- Potential Skin Tones: Dark purple, crimson, dark green, or gold.
- Potential Traits: Glowing markings across their bodies; glowing, star-like markings; or glowing eyes. Second largest Goblinoids, second only to Aloernarchian Goblinoids. Unusually large mana pool for a Goblinoid.
- Potential Magical Affinity: Inane
- Notable Ability: Can utilise Natura Animi to empower others magically. Their Vis Stellae is notably quite effective at charging Inanite.
Igdrasarv
- Nation: Vasterioth
- Potential Hair Colours: Deep green, deep brown, indigo, light blue, white, or charcoal.
- Potential Eye Colours: Deep green, deep brown, indigo, light blue, white, or charcoal.
- Potential Skin Tones: Deep green, deep brown, white, or charcoal.
- Potential Traits: Thicker fur or hair, if any; more notable claws; larger fangs. Unusually large Goblinoids, albeit smaller than Udoxan and Aloernarchian Goblinoids. Unusually long lived.
- Potential Magical Affinity: Rogus Vitalus, but a notable increased aptitude for any form of healing magic.
- Notable Ability: Have a passive, and slow, albeit strong regenerative factor.
Bakauberhon
- Nation: Barasaire
- Potential Hair Colours: Dull, dark greens and browns; soft blues, vibrant crimsons, and sea greens.
- Potential Eye Colours: Dull, dark greens and browns; soft blues, vibrant crimsons, and sea greens.
- Potential Skin Tones: Dull, dark greens and browns; soft blues, vibrant crimsons, and sea greens.
- Potential Traits: Fins; gills; tails adapted for swimming; hairless skin beyond the hair on their head; patches of scales.
- Potential Magical Affinity: Sonus
- Notable Ability: Can increase their strength for set periods of time; can mix Terra and Unda to manipulate wet earth; can breathe underwater regardless of gill presence.
Zindasin
- Nation: Alnabi
- Potential Hair Colours: Vibrant or dull greens, crimson, amber, or even gold.
- Potential Eye Colours: Vibrant or dull greens, crimson, amber, or even gold.
- Potential Skin Tones: Vibrant or dull greens, crimson, amber, or even gold.
- Potential Traits: Slightly longer limbs; semi-prehensile or prehensile feet capable of gripping better onto trees; claws well adapted for climbing; prehensile tails for balancing.
- Potential Magical Affinity: Natura Animi, but they also have a small aptitude for Pestis.
- Notable Ability: Naturally produce venom and toxins— be it through venomous fangs, spit, or even toxic sweat.
Nuruzimaisha
- Nation: Tiryt
- Potential Hair Colours: Earthy browns or soft blondes.
- Potential Eye Colours: Earthy browns, gold, or amber.
- Potential Skin Tones: Earthy hues like brown, certain desaturated colours, or shades of grey.
- Potential Traits: Glowing eyes; glowing, gilded markings; soft, downy feathers across portions of the body.
- Potential Magical Affinity: Umbra et Lux, but notably lack an aptitude for shadow-based magic.
- Notable Ability: Elaborate productions of light that are more difficult to dispel with shadow magic than most other illusions.
Dhácielai
- Nation: Liranon
- Potential Hair Colours: Depends on the realm— the Radiant Realm Goblinoids are known for having soft blondes, white, amber, gold, or crimson hair; the Twilight Realm Goblinoids have charcoal, dark grey, purple, blue, or soft pink hair.
- Potential Eye Colours: Depends on the realm— the Radiant Realm Goblinoids are known for having white, amber, gold, or crimson eyes; the Twilight Realm Goblinoids have dark grey, purple, blue, or soft pink eyes.
- Potential Skin Tones: Depends on the realm— the Radiant Realm Goblinoids are known for having earthy browns or soft greens; the Twilight Realm Goblinoids generally have darker skin tones, which can be green, purple, or even lean ever so slightly towards blue.
- Potential Traits: Glowing eyes; glowing starlike markings across portions of their body (if from the Twilight Realm); glowing streaks across portions of their body (if from the Radiant Realm). Can see in the dark if they are from the Twilight Realm, but notably are photosensitive.
- Potential Magical Affinity: Sol, if from the Radiant Realm; Luna, if from the Twilight Realm.
- Notable Ability: Can switch between an affinity to Sol or an affinity to Luna by living switching Realms and living there for a long period of time.
Balora
- Nation: Balora
- Potential Hair Colours: Indigo; deep, forest green; or cyan hair.
- Potential Eye Colours: Indigo; deep, forest green; or cyan eyes.
- Potential Skin Tones: Deep, dark brown or dark green.
- Potential Traits: Glowing eyes; blue plantoid hair or features.
- Potential Magical Affinity: Imperium Mentis
- Notable Ability: Greater ability to remember information; unusual aptitude for learning new magic; unusually long-lived, albeit not too far outside of anticipated ranges.
Region of Origin
Preferred Biome
Diet
Food Obtainment
History
Hierarchy
(Can add === Variant === if required.)
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Common Faiths
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Common Magical Attributes
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Typical Appearances
(Can add === Variant === and/or === Universal === if required.)
Credit
(Put your username here, as well as anyone who helped you come up with the concept. E.G. Primarily contributed by: W Original concept by: X Adjustments made by: Y (Minor, Major, Moderate) additions made by: Z You get the picture.)