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Primordial

From Beyond the Veil

Summary

Ancient

  • Difficulty To Work With: Advanced; Ancients are incredibly difficult to balance and oftentimes require a significant amount of regional knowledge and cultural knowledge to work with.
  • Permissions: Ancients require staff permission to make.
  • Activity: As they are composed of elements, Ancients do not require sleep and, thus, can be active at all times.
  • Languages: Fueitarua or Darnitl, if they come from Tir'anor.
  • Major Faiths: Fyjra (or Zinaka, should they come from Tir'anor), as well as any Gods that represent their element.
  • Regions: All.
  • Courting: Ancients are so solitary that they rarely court anyone— their territorial-ness oftentimes results in anyone who is not native to their domain promptly being attacked or wounded for daring to enter their territory. Still, when they do end up in a relationship, it is likely someone who is willing to tolerate their likely long-distance relationship or can resist the harsh environments Ancients come from and they are likely decently powerful, as they would have had to have garnered their respect and be seen as an equal.
  • Major Cultural Notes: Ancients oftentimes oversee weaker Primordials within a given region and serve as their leaders, albeit generally distally— they are sought out for advice, guidance, or even worship, however, Ancients are generally not directly involved with civilisation nor do they generally seek to commune with others. Instead, they serve as begrudging guardians; reluctant nobility over a given, particularly hostile region; or even tolerant spiritual leaders. Ancients generally are isolationistic and solitary, rarely seeking out others or venturing far from their domain— to see one away from their home would be unusual indeed.

Phoenix

  • Difficulty To Work With: Advanced; working with a Phoenix takes a solid understanding of Phoenixes themselves, Primordial culture, as well as oftentimes regions and religious knowledge. They are also very difficult to balance.
  • Permissions: Phoenixes require staff permission to make.
  • Activity: As they are composed of elements, Phoenixes do not require sleep and, thus, can be active at all times.
  • Languages: Fueitarua or Darnitl, if they come from Tir'anor.
  • Major Faiths: Fyjra (or Zinaka, should they come from Tir'anor), as well as any Gods that represent their element. Some may worship local Ancients.
  • Regions: All.
  • Courting: Although Phoenixes rarely take up partners, their general difficulties with fertility generally result in it being a relationship of mutual love or respect rather than one for the purpose of having children— still, they generally seek out partners that are representative of the concepts they embody or that possess a substantial amount of potency or intellect.
  • Major Cultural Notes: Oftentimes isolationistic, much like their Ancient kin, Phoenixes embody various concepts and so long as those concepts exist, Phoenixes are oftentimes reborn and die cyclically. In spite of that, Phoenixes are more sociable than Ancients, oftentimes being willing to befriend Ancients, Zaicoatl, or other Phoenixes and periodically visiting them before disappearing once more. They rarely integrate into larger civilisations, however, some rarely become leaders within Primordial communities, serving as second-in-commands to Ancients, or integrating into Zaicoatl communities. Many are worshipped by locals depending on the region and, thus, Phoenixes oftentimes serve as guardians or spiritual guides to those who dare to venture into the wilderness to seek them out.

Elemental

  • Difficulty To Work With: Beginner; Elementals can be somewhat difficult to balance, however, beyond that, most Elementals are decently simple to manage.
  • Permissions: Elementals do not require permission to make.
  • Activity: As they are composed of elements, Elementals do not require sleep and, thus, can be active at all times.
  • Languages: Fueitarua or Darnitl, if they come from Tir'anor.
  • Major Faiths: Fyjra (or Zinaka, should they come from Tir'anor), as well as any Gods that represent their element. Almost all worship local Ancients.
  • Regions: All.
  • Courting: Elementals have an unusual temperament and territoriality that makes them difficult partners for anyone who is not a Primordial as well— still, they are ambiamorous and are open-minded to a relationship should they meet someone they genuinely respect and care for, although one generally has to be a 'natural race' and/or suitably respectful of their domain and decently potent.
  • Major Cultural Notes: Ancients oftentimes live in small, tight-knit clans or serve as solitary individuals who serve a more powerful Primordial, generally a Phoenix or an Ancient, or sometimes another, stronger Elemental if they are representing a particularly powerful Ancient with a large domain. They see it as their duty to maintain beacons of elemental power— to preserve mountains, to ensure in snowfall yearly, to guard volcanos, so on and so forth. Elementals tend to be somewhat hostile to those who are not 'natural races' and tend to find those who do not serve the natural world to be bothersome invaders who might threaten the sanctity of their duty. Most Elementals do not integrate well with other civilisations if ousted from their clan for whatever reason and, thus, they end up solitary or integrate into another clan of a similar element— their volatile disposition and natural loathing of urbanization causes them to have a strong distaste for large cities and for them to oftentimes instigate conflict due to their temperament.

Slime

  • Difficulty To Work With: Beginner; Slimes are generally simple to work with and due to their lack of involvement in most forms of culture, generally do not require regional knowledge or complex cultural knowledge.
  • Permissions: Slimes do not require permission to make generally, however, if you intend them to be a larger slime or one that has consumed a powerful species, we would like you to ask first.
  • Activity: As they are composed of elements, Slimes do not require sleep and, thus, can be active at all times.
  • Languages: Fueitarua or Darnitl, if they come from Tir'anor.
  • Major Faiths: Fyjra (or Zinaka, should they come from Tir'anor), as well as any Gods that represent their element. Some may worship local Ancients.
  • Regions: All.
  • Courting: Slimes are generally ambiamorous and their friendly nature results in them being more likely to end up in interspecies relationships than other Primordials, however, Slimes still require some show of respect for their duties as a Primordial, even if they may fall for someone.
  • Major Cultural Notes: Amicable and friendly, most slimes with sapience are outgoing and sociable, although they oftentimes roam in nomadic groups who wander from place to place. Those who are not sapient by birth are solitary, wandering aimlessly with no goal other than a natural, innate hunger to consume something substantial— and upon consuming something sapient, they become sapient, gaining some of the memories of that which they have consumed and oftentimes seeking to slot themselves into the civilisation of what that entity once was. Slimes are not particularly mistrusting of outsiders, however, they generally regard them differently from other Slimes, due to the general understanding that their civilisations are very different— Slimes still follow many of the ways of other Primordials and find themselves having a natural duty to the ecosystem that few species respect fully.

Zaicoatl

  • Difficulty To Work With: Intermediate; Zaicoatl have a decently complex culture, require religious and regional knowledge, and are tricky to balance.
  • Permissions: Zaicoatl require staff permission.
  • Activity: As they are composed of elements, Zaicoatl do not require sleep and, thus, can be active at all times.
  • Languages: Darnitl.
  • Major Faiths: Zinaka, as well as any Gods that represent their element.
  • Regions: Tir'anor only.
  • Courting: Zaicoatl are polyamorous and perform elaborate courtship dances and have complex rituals that can be difficult for a non-Zaicoatl to get involved in, resulting in most Zaicoatl having Zaicoatl partners. Still, Zaicoatls' amicability and friendliness results in some learning their ways, thus resulting in interspecies pairings.
  • Major Cultural Notes: Zaicoatl are social entities who gather in large groups known as Petlacoatl— these groups are focused around a spiritual leader who guides them in their day-to-day activities. Talented shapeshifters, Zaicoatl take on the form of various beasts, but notably take on the form of serpents, as they believe them to be a source of regeneration and healing, the same traits they value in their work in restoring and maintaining the wilds. Zaicoatl have complex ways of socialisation, oftentimes partaking in dances and displays that vary from elemental variant to elemental variant. Whilst Zaicoatl do interact with other types of Primordials, Zaicoatl generally do not seek out other Primordials inherently— they do, however, welcome them into their communities and regard them as one of their own.

Elekin

  • Difficulty To Work With: Beginner; Elekin are generally easy to manage from a cultural standpoint and variant standpoint, however, balancing can be trickier than many other humanoid species.
  • Permissions: Elekin do not require permission to make.
  • Activity: As they are composed of elements, Elekin do not require sleep and, thus, can be active at all times.
  • Languages: Fueitarua or Darnitl, if they come from Tir'anor.
  • Major Faiths: Fyjra (or Zinaka, should they come from Tir'anor), as well as any Gods that represent their element. Almost all worship local Ancients.
  • Regions: All.
  • Courting: Elekin are far more open-minded than other Primordials and tend to be more likely to seek out partners for the sake of love regardless of how powerful they might be— still, most tend to prefer those that they can find peerage in, those who respect their duty to the elements and natural world, or have mutual respect for, which does tend to result in them having more powerful partners.
  • Major Cultural Notes: Elekin live in tight-knit clans who serve a more powerful Primordial, generally a Phoenix or an Ancient, or sometimes an Elemental if they are representing a particularly powerful Ancient with a large domain. They see it as their duty to maintain beacons of elemental power— to preserve mountains, to ensure in snowfall yearly, to guard volcanos, so on and so forth. Elekin tend to be more amicable than other Primordials in regards to outsiders, tolerating more species than other Primordials, however, they are generally slightly territorial as well. Most Elekin do not integrate well with other civilisations if ousted from their clan for whatever reason and, thus, they end up solitary or integrate into another clan of a similar element— their volatile disposition and natural loathing of urbanization causes them to have a strong distaste for large cities and for them to oftentimes instigate conflict due to their temperament.

Pseudo Elekin

  • Difficulty To Work With: Usually Beginner; Pseudo Elekin are generally easy to manage from a cultural standpoint, balancing standpoint, and variant standpoint, however, it should be noted that if their non-Primordial relative is complex, they tend to be a bit more complex too and will have a difficulty more akin to theirs.
  • Permissions: Pseudo Elekin do not require staff permission to make unless their non-Primordial parent does.
  • Activity: Depends almost entirely upon the non-Primordial parent in question.
  • Languages: Fueitarua or Darnitl, if they come from Tir'anor, as well as usually any language spoken by their non-Primordial ancestor.
  • Major Faiths: Fyjra (or Zinaka, should they come from Tir'anor), as well as any Gods that represent their element. Some may worship local Ancients.
  • Regions: All.
  • Courting: Psuedo Elekin tend to mimic the courtship practices of either their Primordial parent or their non-Primordial parent.
  • Major Cultural Notes: Unlike other Primordials, Pseudo Elekin are mortal, born of flesh and blood— they are the most likely to stray from their communities and integrate into civilisations, however, they oftentimes find that they never truly fit in anywhere. Those who integrate into Primordial civilisations oftentimes perform the same roles and get involved with them the same way as Elekin might, however, those who wander and attempt to integrate into other species' cultures or the wider world will often find that their attunement to the elements and the natural world will put them at odds with urbanization and will result in emotional volatility that most are not willing to respect. Still, they are more amicable and open to outsiders than other Primordials and can eventually find new homes should they choose to do so.

Introduction

Other Names

Other Names
Variant Name Region Nature Origin
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Classification

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Variations

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Common Faiths

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Common Magical Attributes

Mana
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  • Common Physical Attributes

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  • Typical Appearances

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    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.)

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