Post by crazen on May 6, 2010 0:56:50 GMT
I'm working on a proper graid picture. I think it will be pretty good. its of Eresucus
Graidient
the graid mostly stick to themselves. just the occasional visitor seeking spiritual enlightenment (the graid do not belive in spirits)
graid:
population: 59 million
communication:
the main two methods of communication in graid (besides actualy just talking) are elegant duels, and poetry.
it is not as barbaric as it sounds to use fighting in everyday communication. in the fights, their are no rules exept that their can be no unatural weapons. these fights are never fatal. they dont hold back, it's just rather hard to kill a graid, due to the fact that their is no obvious vital point (the head is not required for life, as the nervous system is decentralized), and that their organs are protected by seven inches of armor. usualy after one graid is crippled and can no longer move, the fight is over, and the winner helps to fix the loser.
as for poetry, the graid poetry would be found quite bland to people. it uses an unusall style, is mostly mundane, and is very long (many can take days to recite). after they are given, the peom is never used again.
diet
The graid are omnivourous, as they can feed on the plants of the world for nutrition (this became practical after cultivation methods where discovered). normaly, they eat mostly meat. their family group has the destinction of not having to slowly pry open prey to get to the edible parts inside. they can eat the armor whole, where it is slowly disintergrated inside them over the course of several days. It allows them to eat their food quickly without having to stay in one spot.
however, this has the side affect of causing the meat to rot. not a health concern for the graid, but the smell of rotting corpses is constantly radiating from their body cavity. fourtunatly, the graid and almost all species above ground cannot smell. many of the creatures underground can, however, contributing to the graid's avoidance of it.
Wildlife
phylum vacuus-loricatus, empty armor
these creatures are not simply covered by a shell; their entire body is one (metalic, as well as leathery) save their central organs. in they currently domminate the planet. the graid are amongst this group. instead of a cirrculatory system running through the body, the main organs (packed tightly deep within brings the nutrition to it, with a system of cilla-like internal limbs. the outer body functions on mostly a mechanical level. they have difficulty sustaining living in cold environments (its not that they feel cold, its just their limbs freeze in place. yes, like the tin man)
craekta:
a meter tall hunter, who live in small, unorganized clans. though not particularly intelligent, they are capable of piercing armor and taking down large prey. even so, they are not much of a threat to a graid.
ezegul:
just over a foot tall, it mostly scavenges of corpses. it's wing like devices allow it to sail down mountain sides. it has a great sensory organ allowing it to detect meat from miles/kilometers away. its large, gluttonous mouth allows it to store chunks of dead animals, breaking down the armor, so it can get to the real meat inside.
deraech:
this creature, somewere between the lines of the ezegul and the craekta, has developed an almost unique adaption: a tail. it whips the hook to ensnare and disembowl targets. it does not kill, but, infact, guts, and eats the removed flesh.
khryloth:
at around 1 meter tall, the Khryloth is a significant beast.
this creature need the small, sparse shrubs to supply nutrients unavailable to it naturally. because it is unable to physically gather much of this, it has devised and interesting feeding method.
it descends into the subterranean realm. there, it gathers vast amounts of cephlapod-like creatures. on the surface, it releases the creatures onto the small shrubs. needing water and food, the creatures soon eat the plants. then the Khryloth gathers them up again. It provides the creatures with nutrition and safety, and they provide it with nourishment.
Ezaluthm
a larger relative of the ezgul, that is known to travel even to the sunless side.
phylum priscus-repere, ancient crawler
the oldest living catagory. early forms predominantly lived in underground pools. they tended to be truly soft and fleshy masses, with only hardened teeth and weapons. nutrients are often 'diffused' by these creatures, though not literaly taken through the cells.
braegchos
this creature is the master of exploiting the darkness of the depths. this beast strides tall across the murky underground. its huge abdomen is gorged full of decay. the braegchos will wander , while smaller creatures will nibble on its hanging abdomen, thinking it an easy meal. however, the abdomen is covered in a sticky, globulus substance. they will be stuck to the skin, and digested through it. this then adds to the stench of meat, attracting more creatures to their doom.
acharah
a more direct beast of the underground, the acharah crawls and digs through narrow crevasses near the surface,finds prey. pulls them down with it's long neck, and eats them. the claws, though menacing, are mostly used for digging and locomotion. though their isn't much scarier than being dragged underground by a giant maw of teeth.
-class loricatus-repere, armored crawler
an alternative to improving the basic body, these creatures developed a shell to counteract the higher effect gravity has on creatures on land. the bruach is an example of this group.
Bruach
a small, unintelligent bottom-feeder of the underground.
-class nox-noctis-repere, night crawler (I laughed when I realized this)
mostly polar creatures, now that they have been out-competed. though lacking in armor, they have thick skin to compensate, and tight 'muscle' fibers to allow existence out of water.
Yrasslar
the largest creature within the region (about the size of an apatosaurus) , the yrasslar has difficulty sustaining itself, especially in dark, cold areas of the planet where is lives. therefore, it relies on its weaker offspring to provide for it. the great beast itself mostly functions simply to roam.
its brood:
for an offspring to grow into an adult, it would need to consume the mass of one, meaning new adults usually can only form when one dies.
setters of the tenets:
Drehnaitus; gallow
keraeucheos; hollow
cheahilist; shallow
Alheivaeus
Eresucus
(Section 1 -- Biology)
Type: Terrestrial
Appearance: Insectoid Reptomammal
Gravity preferences: low
Temperature pref: warm
Atmosphere breathed: Nitrogen, sulfur (trace amounts)
Body cover: Thick skin, hard shelled
Body color: gray, brown, white, black, red, yellow, blue
Hair: coarse strands
Hair color: black, grey, white
Eyes: two, unlided, small
Eyes color: varies with available light
Body characteristics: Antennae, Nippers (crab claws), Hooves
Diet : Carnivore
Sexual reproduction: asexual
Reproduction method: larvae-like fetuses expel from body at night
Limbs pair n° 1: arms
Limbs pair n° 2: legs
Limbs pair n° 3: legs
Mass: 1200 pounds
Size: 4-16 feet (varies by breed)
(Section 2 -- Culture)
Attributes:
Militancy: 2
Determination: 16
Racial tolerance: 20
Progressiveness: 20
Loyalty: 7
Social cohesion: 6
Art: 19
Individualism: 20
Body : 32
Mind: 14
Speed: 18
Lifespan: unlimited
Tech level: 7
(Section 3 -- Government and Religion)
Government type: senatorial (group of elected representatives), Utopian anarchy
Religion: Philosophical Atheism
Devotion: moderately high. A few have a system of shamanism
(Section 4 -- Extra things you should know)
Special abilities:
Acute Hearing
Ambidextrous
Cold blooded biology
Cold Sensitivity
Eidetic memory
Light sleeper (does not sleep)
Microscopic Sense
Night Vision
No Sense of smell
Perfect balance
Poor Vision
Sealed system
Sound Sensitivity
Toughness
planet sheet
(Section 1 -- System)
Star: ocuhlus (due to its resemblance to an eye)
Star Type: white-yellow, moderately small
Planet #1: fumiesus (a smoggy terrestrial planet; a cold venus)
Planet #2: korris (a dead rock. minded for metal to avoid damaging homeworld)
Planet #3: The graid home planet
Planet #4 candechusta (a brown gas giant)
(Section 2 -- Terrain and Atmosphere)
Size: 4.2
Gravity: 0.4g
Average Temperature: warm (very cold at poles)
Liquid: underground sulfur-water lakes across much of the planet. Water on surface evaporates, but freezes at poles.
Land-Liquid Ratio: 63% Oceans, 94% Land
Average Terrain: craggy, rocky
Continents: one
Density: thin
Composition: Nitrogen, Sulfur Dioxide, Carbon Dioxide, Water Vapor Methane,
Length of Day: 204 hours
Length of Year: 2241 days
(Section 3 -- Life)
Main Species: graidient (native)
Native Animals: multitude of simple underwater creatures, a relatively small selection of highly advanced and specialized land creatures
Plants: sparse, shrub vegetation on land. Larger plants must connect to water source underground
(Section 4 -- Development)
Structures: networks of tunnels and open rooms carved into mountains and underground.
% Urban: 4% of planet
Spaceports: none in specific
Imports: space-craft technology, people seeking spiritual enlightenment
Exports: grafting-based weapons and armor, hardy stock animals
Capital: Coessus (the meeting place for the senatorial)
Graidient
said:
sound patterns used in verse to achieve opposite effects: euphony is pleasing and harmonious; cacophony is harsh and discordant. the graid mostly stick to themselves. just the occasional visitor seeking spiritual enlightenment (the graid do not belive in spirits)
graid:
population: 59 million
communication:
the main two methods of communication in graid (besides actualy just talking) are elegant duels, and poetry.
it is not as barbaric as it sounds to use fighting in everyday communication. in the fights, their are no rules exept that their can be no unatural weapons. these fights are never fatal. they dont hold back, it's just rather hard to kill a graid, due to the fact that their is no obvious vital point (the head is not required for life, as the nervous system is decentralized), and that their organs are protected by seven inches of armor. usualy after one graid is crippled and can no longer move, the fight is over, and the winner helps to fix the loser.
as for poetry, the graid poetry would be found quite bland to people. it uses an unusall style, is mostly mundane, and is very long (many can take days to recite). after they are given, the peom is never used again.
diet
The graid are omnivourous, as they can feed on the plants of the world for nutrition (this became practical after cultivation methods where discovered). normaly, they eat mostly meat. their family group has the destinction of not having to slowly pry open prey to get to the edible parts inside. they can eat the armor whole, where it is slowly disintergrated inside them over the course of several days. It allows them to eat their food quickly without having to stay in one spot.
however, this has the side affect of causing the meat to rot. not a health concern for the graid, but the smell of rotting corpses is constantly radiating from their body cavity. fourtunatly, the graid and almost all species above ground cannot smell. many of the creatures underground can, however, contributing to the graid's avoidance of it.
Wildlife
phylum vacuus-loricatus, empty armor
these creatures are not simply covered by a shell; their entire body is one (metalic, as well as leathery) save their central organs. in they currently domminate the planet. the graid are amongst this group. instead of a cirrculatory system running through the body, the main organs (packed tightly deep within brings the nutrition to it, with a system of cilla-like internal limbs. the outer body functions on mostly a mechanical level. they have difficulty sustaining living in cold environments (its not that they feel cold, its just their limbs freeze in place. yes, like the tin man)
craekta:
a meter tall hunter, who live in small, unorganized clans. though not particularly intelligent, they are capable of piercing armor and taking down large prey. even so, they are not much of a threat to a graid.
ezegul:
just over a foot tall, it mostly scavenges of corpses. it's wing like devices allow it to sail down mountain sides. it has a great sensory organ allowing it to detect meat from miles/kilometers away. its large, gluttonous mouth allows it to store chunks of dead animals, breaking down the armor, so it can get to the real meat inside.
deraech:
this creature, somewere between the lines of the ezegul and the craekta, has developed an almost unique adaption: a tail. it whips the hook to ensnare and disembowl targets. it does not kill, but, infact, guts, and eats the removed flesh.
khryloth:
at around 1 meter tall, the Khryloth is a significant beast.
this creature need the small, sparse shrubs to supply nutrients unavailable to it naturally. because it is unable to physically gather much of this, it has devised and interesting feeding method.
it descends into the subterranean realm. there, it gathers vast amounts of cephlapod-like creatures. on the surface, it releases the creatures onto the small shrubs. needing water and food, the creatures soon eat the plants. then the Khryloth gathers them up again. It provides the creatures with nutrition and safety, and they provide it with nourishment.
Ezaluthm
a larger relative of the ezgul, that is known to travel even to the sunless side.
phylum priscus-repere, ancient crawler
the oldest living catagory. early forms predominantly lived in underground pools. they tended to be truly soft and fleshy masses, with only hardened teeth and weapons. nutrients are often 'diffused' by these creatures, though not literaly taken through the cells.
braegchos
this creature is the master of exploiting the darkness of the depths. this beast strides tall across the murky underground. its huge abdomen is gorged full of decay. the braegchos will wander , while smaller creatures will nibble on its hanging abdomen, thinking it an easy meal. however, the abdomen is covered in a sticky, globulus substance. they will be stuck to the skin, and digested through it. this then adds to the stench of meat, attracting more creatures to their doom.
acharah
a more direct beast of the underground, the acharah crawls and digs through narrow crevasses near the surface,finds prey. pulls them down with it's long neck, and eats them. the claws, though menacing, are mostly used for digging and locomotion. though their isn't much scarier than being dragged underground by a giant maw of teeth.
-class loricatus-repere, armored crawler
an alternative to improving the basic body, these creatures developed a shell to counteract the higher effect gravity has on creatures on land. the bruach is an example of this group.
Bruach
a small, unintelligent bottom-feeder of the underground.
-class nox-noctis-repere, night crawler (I laughed when I realized this)
mostly polar creatures, now that they have been out-competed. though lacking in armor, they have thick skin to compensate, and tight 'muscle' fibers to allow existence out of water.
Yrasslar
the largest creature within the region (about the size of an apatosaurus) , the yrasslar has difficulty sustaining itself, especially in dark, cold areas of the planet where is lives. therefore, it relies on its weaker offspring to provide for it. the great beast itself mostly functions simply to roam.
its brood:
for an offspring to grow into an adult, it would need to consume the mass of one, meaning new adults usually can only form when one dies.
setters of the tenets:
Drehnaitus; gallow
keraeucheos; hollow
cheahilist; shallow
Alheivaeus
Eresucus
(Section 1 -- Biology)
Type: Terrestrial
Appearance: Insectoid Reptomammal
Gravity preferences: low
Temperature pref: warm
Atmosphere breathed: Nitrogen, sulfur (trace amounts)
Body cover: Thick skin, hard shelled
Body color: gray, brown, white, black, red, yellow, blue
Hair: coarse strands
Hair color: black, grey, white
Eyes: two, unlided, small
Eyes color: varies with available light
Body characteristics: Antennae, Nippers (crab claws), Hooves
Diet : Carnivore
Sexual reproduction: asexual
Reproduction method: larvae-like fetuses expel from body at night
Limbs pair n° 1: arms
Limbs pair n° 2: legs
Limbs pair n° 3: legs
Mass: 1200 pounds
Size: 4-16 feet (varies by breed)
(Section 2 -- Culture)
Attributes:
Militancy: 2
Determination: 16
Racial tolerance: 20
Progressiveness: 20
Loyalty: 7
Social cohesion: 6
Art: 19
Individualism: 20
Body : 32
Mind: 14
Speed: 18
Lifespan: unlimited
Tech level: 7
(Section 3 -- Government and Religion)
Government type: senatorial (group of elected representatives), Utopian anarchy
Religion: Philosophical Atheism
Devotion: moderately high. A few have a system of shamanism
(Section 4 -- Extra things you should know)
Special abilities:
Acute Hearing
Ambidextrous
Cold blooded biology
Cold Sensitivity
Eidetic memory
Light sleeper (does not sleep)
Microscopic Sense
Night Vision
No Sense of smell
Perfect balance
Poor Vision
Sealed system
Sound Sensitivity
Toughness
planet sheet
(Section 1 -- System)
Star: ocuhlus (due to its resemblance to an eye)
Star Type: white-yellow, moderately small
Planet #1: fumiesus (a smoggy terrestrial planet; a cold venus)
Planet #2: korris (a dead rock. minded for metal to avoid damaging homeworld)
Planet #3: The graid home planet
Planet #4 candechusta (a brown gas giant)
(Section 2 -- Terrain and Atmosphere)
Size: 4.2
Gravity: 0.4g
Average Temperature: warm (very cold at poles)
Liquid: underground sulfur-water lakes across much of the planet. Water on surface evaporates, but freezes at poles.
Land-Liquid Ratio: 63% Oceans, 94% Land
Average Terrain: craggy, rocky
Continents: one
Density: thin
Composition: Nitrogen, Sulfur Dioxide, Carbon Dioxide, Water Vapor Methane,
Length of Day: 204 hours
Length of Year: 2241 days
(Section 3 -- Life)
Main Species: graidient (native)
Native Animals: multitude of simple underwater creatures, a relatively small selection of highly advanced and specialized land creatures
Plants: sparse, shrub vegetation on land. Larger plants must connect to water source underground
(Section 4 -- Development)
Structures: networks of tunnels and open rooms carved into mountains and underground.
% Urban: 4% of planet
Spaceports: none in specific
Imports: space-craft technology, people seeking spiritual enlightenment
Exports: grafting-based weapons and armor, hardy stock animals
Capital: Coessus (the meeting place for the senatorial)