In my last post on this topic I meant to go deeper into the non-player creatures of the setting, be they animal or monster, but ran out of time. Life is hectickal. But I’m just gonna move on. So. Playable races. Gonna run thru some thoughts on them. First, some other elements of character design that can have relevance to playability and fantasy race design.
LGBTQIAism. The first book was conceived as being the gay male chauvinist RPG, just to be an old school shock jock. But also because Frank Frazetta buttocks, the extent anything sufficiently macho wraps around to being gay. It’d be a bit of artistic fun. My in-universe excuse was that people think of adventurers as gay, which becomes self-reinforcing as gay dudes flock to adventuring, like IRL with men’s choirs. When done with that exercise in exclusion, what atonement should I make? There are already lesbian TTRPGs, like Thirsty Sword Lesbians, f’rinstance, but I’m like, might be fun again, artistically, to re-do the book with more or less the same content, same universe, but turn it into the lesbian chauvinist RPG – and ditto with the transes and aces and so on.
It is a serious risk of getting stepped on by hostile discoursers, but it’s probably a non-issue because this game is very much unlikely to ever happen. To facilitate my spectrum of foolery I had it something like this: GayDude RPG The Cockatrice, Lesbian RPG Les Puissantes, Bisexual/Pansexual RPG The Amphisbæna, Trans/Queer/Questioning? RPG AsYetUntitled, and A-spec RPG AsYetUntitled 2. The in-world stereotypes that result in milieus dominated by given orientations / genders / levels of attraction etc are as follows: Adventurers are gay dudes, Champions of settled places are lesbians, Courtiers in the halls of power are bi, Stars in the performing arts are trans, and Mystics who have the magickalest pursuits are ace.
The Old, the Young, and the Disabled. It’d be cool to have rules that accommodate playing children or the elderly or people with significant disabilities. Some games address some of these things, but the rules are often absurd or inadequate to purpose. Some general thoughts:
Giants are too big / buff to be reasonably balanced in a game, and I once came up with rules to play giant children, as a solution to that. I liked the idea enough I used it as a core concept in a book I’ve begun for the Les Puissantes setting – a lesbian couple adopts a giant baby who gets into misadventures. But outside of that, young characters can be cool because everything’s new for them, they have stories inherent to where they are in life that compel people of any age, make us remember being young. And if one was compelled by horrible dark secrets in their past that nobody wants to hear about, to play young sorcerers in an educational setting, that can be forgivable, as long as literally everything about it in no way shape or form speaks to that player’s unspeakable personal history with such subject matter.
I recall some edition of D&D handling old people by subtracting from their physical attributes and adding to their Wisdom scores. Don’t you wish that’s how it worked? In fantasy it can, why not?, but I’d still like to see it at least a bit more realistic. Particularly an issue of age is that we all become unbelievably frail. I don’t wanna tell people they gotta do it like that, but having adventures that speak to the challenges of that part of life, while also feeling empowering and having cool drama, well, it can be done. Likewise disability in general. Some games give you bonus points for making your guy have one eye and take a penalty on shooting guys, but I think this could be handled better than what I’ve seen thus far.
Immortals. D&D doesn’t have elves as immortal, just having them live for hundreds of years. What would be the material difference between that and just having them be immortal? OK, immortality requires a bit more thought, but I’ve put in the thought, and I think my take works. Of main player races, elves, dwarves, and nymphs are all going to be immortal.
Demigods. I had a notion people aiming for high-powered play could run demigods as characters. They could be related to gods, have inborn divinity like nymphs, or just be a different kinda cat. Able to do the impossible, at least in some limited way. Choke the Nemean Lion. Clean out some stables like Sgt. Slaughter in that one GI Joe episode.
Hybrid children watch the sea, pray for father roaming free. Why only half-elves and half-orcs? Come up with rules to mix any and everything. I don’t love everybody coming up with the most specialest freaks ever, so the party looks like a pizza with anchovies broccoli and marshmallows, but it just makes sense to allow it, so there it is. I had ideas for two heavily mish-mashed races that became their own thing: Goblinish, who combine human, halfling, and various goblinoid ancestries, and Feyish, who do the same thing with faerie ancestry.
Half-Undead? My husband was coming up with a character for a fantasy game and I mentioned dhampirs / half-vampires as a possibility, and he came back with half-mummies. That is brilliantly ludicrous and I loved it a lot, so I’m gonna include them, plus half-zombies, half-skeletons, and half-ghosts. The fun is in trying to make it make sense.
Changelings. This idea that a weird enough person might be a substituted faerie child amuses me. Not sure how I’d play it.
Straight-up Animals. It’s fun to imagine what an animal thinks like. You can get good at it, too. Well, if an animal has thoughts and feelings and agency and ability, why couldn’t it adventure? I’m not about giving creatures with baby-level intelligence character classes, and thereby burdening myself with adapting a ton of rules to account for non-humanoid form and lack of speech, etc etc, but they could gain levels and travel with a party, sure.
Anyway, the playable race big list as it’s taking shape thus far, with more random thoughts on some:
Humans (Human, Gayan, Mammal). If I was in a prickish mood and had groveling submissives for players, I might insist on everyone playing humans, so the magical races could seem more interesting and cool by comparison. Like, to enforce a sense you are the normal person in a world of exciting strangeness. Mostly no.
Halflings (Halfling, Gayan, Mammal). D&D genericized this epithet for hobbits to avoid trouble with the Tolkien estate, I’m sure. I like ’em. They’re in. I despise how D&D 3e made them skinny. Guess what? They’re all fat now. Skinniest one is as fat as me. Put on some weight Frodo. It’s a race of Samwises.
Dwarves (Dwarf, Celestial, Mammal). Here is where I come to a challenge, which is establishing the aesthetics of the supernatural in my world. Fantasy dwarves ain’t just humans with diminutive stature from a congenital condition. In the fantasy genre some conventions have been established, and one is that this is a race of beefy warriors. This is a very popular idea now and I’m not one to buck the trends that completely. There is also an image I like of them from older mythology, as gnarled and wizened blacksmiths. I suppose if you’re built meaty and you lose the meat, you’ll end up with knobby joints.
On the other hand, I favor making these guys closely associated with giants and gods like they are in Norse mythology, and that, to me, says they should be immortal. How to be wizened without senescence? I think… they do get old, but not infirm – just weaker and wrinkled and wise – and that it takes a few thousand years to happen, and that it does not progress unto death. So in kingdoms that have had a very long time in safety, much of the population will be lil knobbies.
Bearded women? That was me yesterday at work. I used to not be hip to the queerness so much, but now i’m like, bring it on. So, dwarves. The aesthetic as established by shit like Warhammer. Done.
Giants (Giant, by Race, Celestial, Mammal). Lot of issues as to whether or not these should be playable, but they should at least be present. They are so bound with gods and angels in Western mythology that I make them the Celestial type. Giants of a scarier nature will be called ogres. D&D has a dozen or so types of giant. I don’t want that many, but there’ll probably be a few. No strong ideas, except that the smallest should be around ten feet tall, largest over twenty feet tall.
High Elves (Elf, Faerie, Wild, Mammal). Elves present the biggest aesthetic issue of core races. Should they just look like humans with pointed ears, as they did in most of the painted art from D&D past, or should they look like the Communion alien with knife ears from 3e, or the bulb-headed stick insects with weird horizontal ears from anime, or what? I do not want them to look like humans.
But my husband insists they should be capable of looking sexy, and too inhuman is a dealbreaker for the likes of him. No monsterfucker he. OK, ears are less important to the extent one looks human, so he’s more flexible on that, tho not down with total fennec fox ears. I was thinking, narrow frames, largish but not inhumanly large eyes with long lashes, and my dude said maybe they could have deer or cow -like eyes. I sez, if they’re full on like that, they will look creepier than you’d prefer. Compromise in intraspecific variability. Elves will have eyes that range from lashy human to fully cattle-like, ears that vary from region to region but are at least a bit large and pointy.
Lastly, on subject of bod and build. I like the idea they can be fat, but it’s on a narrow frame. If you have a practiced eye for the details of human anatomy, you know what I’m talking about. Some people are genuinely large-boned, some narrow-boned, and people of either type can be slim to muscular to fat – it just looks different. Most elves will be spindly but some can get beeg as one pleases. However, I will brook no broad-bodied elves, like Halsin in Baldur’s Gate 3. That was bullshit.
My husband sez they should be short, many prefer them tall. My compromise is that the “royal” populace of high elves are as tall as tallish humans, while the rest are short. High elves would be nearly the rarest and exist in mixed population with other kinds. Essentially the royal family from time immemorial, they do blend with other races and gradually fade from the world, but still exist, usually as leaders of other elven kinds. As many modern people lose interest in inherited authority, some have become isolated in small communities of their own – sometimes among the wealthy of humankind. Skin color range from human-like to greige, ears longer and pointier than some. Probably I’ll have more specific ideas at some point.
Light Elves (Elf, Faerie, Wild, Mammal). In an unknown eon, the law of Heaven and chaos of Hell infected the shining host, sowing division. While high elf rulers remained more or less the same, their subjects divided between light and dark elves. Light elves can be dark skinned in the south, even very dark skinned, but have some particulars in common. They tend to live exclusively in settlements, sometimes full cities, and have a sense that society requires some sense of law and obedience to hierarchy. They have skin tones in the local human range, and hair that ranges to lighter, less natural colors. Light colored eyes? I’m undecided.
Dark Elves (Elf, Faerie, Wild, Mammal). Dark elves have something of the chaos of hell, most notably on their skin, where they have a great variety of hues – all of them unnatural for humankind, whether light or dark. Their faces are much more expressive than light elves, sometimes lined from big smiles or wacky eyebrow moves, despite their eternal youth. Some live in settlements but many are nomadic, and they mostly prefer the most rustic places, far from big cities. Despite the influence of Hell, few would enter into pacts with or worship beings from there. Mostly their hexing magic takes agnostic forms.
Garbage Elves (Elf, Faerie, Wild, Mammal). At some point, certain populations of light elves spent so long living in squalor at the fringes of other race’s cities that they developed their own characteristics. They look slightly more human than other light elves, with more pronounced noses and facial features, and can develop male pattern baldness in their early hundreds. Inspired by Einstürzende Neubaten, they are interested in art and radical politics.
Murder Elves (Elf, Faerie, Wild, Mammal). Some faerie folk live to murder the innocent – mostly by drowning but sometimes by knives or fists or poison or strangling. Murder elves may have bred with these beings in the past, or just developed a cultural affinity with them. Were they originally light elves or dark elves or even high elves? Unknown. Skin shades slightly unnatural / greyish sometimes, unique among elves they have hairy legs. They have a talent for looking beautiful to victims up until the moment of truth. Also unique among elves, they live like solitary predatory animals. No tribes.
Glamer Elves (Elf, Faerie, Wild, Mammal). A few tribes of dark elves went hard for magic, turning themselves into more magickal creatures than most elves.
Goblinoids (Goblin, by Race, Faerie, Wild). I am fairly undecided what my goblinoid races should be. I don’t wanna just crib the D&D set. Minimum there’ll be goblins and orcs; no idea why D&D felt the need to not have orcs be goblinoid. Warhammer FRP had a tiny race called snotlings that were kinda fun. Again tho, there’s an aesthetic issue. Gotta commit to some particulars. Well, orcs have, like dwarves, become hard codified by geek culture. Gotta be buff, have a fanged underbite, small but pig-like nose maybe. I could probably consult with some dorks about what look is the most fuckable and run with that.
As for goblins, they should look silly. A lot of depictions these days have mini-noses, but what about long noses? Not like that jowling kowling antisemitism that was inherited from Christina Rossetti, but like human-faced tengu from Japanese art, or Cyrano de Bergarac? I like it, but it does make them look less like relatives with orcs. I’ll work it out later.
How about spriggans or red caps, other naughty faeries? Goblinoid? Maybe.
Goblinish (Faerie, Goblin, Human &/or Halfling, Wild, Mammal). Some goblinoid communities are very open to breeding with whoever, and end up blended with humans and halflings as well. This is the “goblinish” race, which has extremely varied appearance, but a shared culture wherever they are found. Usually on the smaller side of human height, gangly, unusually colored, and fangy.
Feyish (Faerie, Human &/or Halfling &/or Elf, Wild, Mammal). Likewise some faerie communities are mixed up, becoming the “feyish” race. Like goblinish they can range from very short to very tall, lots of low-key unnatural skin or hair colors, but unlike goblinish they almost always have pointed ears and no fangs. Often on the shorter side of human height, but well-formed.
Faeries (Faerie, by Race, Wild). What of leprechauns, clurichauns, brownies, banniks, domovoi, pookas, pixies, sprites, gnomes, etc etc? I’ll include at least several, probably by less culturally specific names. The key issues of these weirdos are: How magic are they? How small are they? And keeping their flavor distinct, that no two races would be overly similar.
Murder Faeries (Faerie, by Race, Wild). As I said before, I don’t wanna make two hundred variants of murderhorse, but I do want to cover at least some amount of the faeries that live for murder. Kelpies, rusalka, whateva.
Oread (Nymph, Earth, Gayan, Divinity, Mammal). Nymphs get into that question again of aesthetics. I was really really torn on how to make them different from humans and elves, still feel special and distinct. Like the makeup crew on Star Trek: The Next Generation making up new aliens and always putting a lil putty on the bridge of their nose. It’s rough. Settled on some ideas. They are shorter than human but proportioned like young adults (try to get away from pedo fantasies which the original nymphs, to some extent, were), and can grow thin facial and body hair, unlike most elves. Low key self-illuminated, where light and shadow don’t affect them as strongly as they should. Usually they have one or more additional strange features by type, and odd supernatural properties.
Their flesh is meat-like and bleeds, but is much less internally distinct than mortal tissues, not driven by the furious pump of a heart – thus they bleed weakly. Their blood is considered magic and they are poached for it. They have less body variety than humans, never getting very large from muscle or fat, never getting very thin. They do not require food or water, only consuming it for pleasure. This allows them to be even lazier than other immortals that can die of starvation, and sometimes they go dormant for centuries at a time.
Most are born from spontaneous generation though they can reproduce the usual means. When they do, it’s usually because of the desires of a mortal lover, so not true nymphs at that point. Being able to appear in the middle of nowhere and possibly never be found by other nymphs, they have no true culture of their own except that which they improvise when they are fortunate enough to meet.
Oreads are born out of stony terrain, usually mountains or valleys, and look something like living marble – moreso the closer you get to their hands and feet. Their hair is in earth tones. They have the ability to slowly sink into or move through earth and stone.
Aurae (Aura, Nymph, Air, Gayan, Divinity, Mammal). Aurae are born in the sky at random, usually from high clouds in blue skies. Then the babies fall with no parachute and grapple with Patrick Swayze until he pulls the ripcord a little too low, and they land hard, and then Patrick calls them a “radical sunuvabitch.” They aren’t the only nymphs born from the sky, but they are the floatiest, drifting over the ground more than they plant their feet on it. Their hair is white to blue and always seems to be moving in a stiff breeze.
Dryads (Dryads, Nymph, Gayan, Divinity, Mammal). Dryads are strongly associated with trees. Rumor has it they’re bound to a specific tree, that their life will end if it’s cut down, but that’s more a matter of habit. They can pass through wood and often take residence in a favored tree. They can be mistaken for human more easily than many nymphs, but when encountered in groups their similarity heightens the subtle oddness of them. In the right light, whorls can be seen in their skin like wood grain.
Naiads (Naiads, Nymph, Water, Gayan, Divinity, Mammal). Naiads are spontaneously born in streams, rivers, lakes, and tide pools. This has them more exposed than some other young nymphs, and they are sometimes eaten by predatory animals before they can grow. Their ability to move through the water is not properly swimming – water moves around them, pushing them where they want to go. This ability also lets them walk on water. Naiads have pearlescent sclera and teeth, tho in some it is more subtle than others, and their hair seems perpetually wet, floating in the air as if they were underwater. Some have fish-like coloration in skin, hair, or eyes, but more often they are conventional human colors.
Lampades (Lampades, Nymph, Gayan, Divinity, Mammal). Lampades are spontaneously born from artificial fire, especially very large furnaces, ovens, kilns, or fireplaces. Very rare, but often born in groups of two to five, which makes up for that a little. They are often favored as pets or assistants by unscrupulous sorcerers, and so are culturally associated with magic, tho they aren’t inherently more magic than any nymph. Lampades are elementals of the night itself, and the fear which fuels the fires mortals use to keep it at bay. But the ones born to bakers are just happy muffin-makers, so it’s a mixed bag of goths and foodies.
They are immune to fire. They are very pale or very dark for the area where they are born – no in-between – and have hair with no highlights, just a black void. When exposed to fire their hair can collect embers which take a longer time to burn out than normal.
Hyades (Hyade, Nymph, Air, Water, Gayan, Divinity, Mammal). Hyades are born in the sky like Aurae, but only on the greyest and rainiest days. They quickly wash to earth, collecting in puddles, which makes them vulnerable again to predatory animals. Born in groups of three to seven, this balances that mortality somewhat. Hyades are elementals of tears, loss, and inescapable emotion. Their happiness is always bittersweet. They can move like water over the land, sliding or rushing, and have shining grey eyes. Many favor sleeping in lakes, a few in mixed flocks with Naiads.
Maenads (Maenad, Nymph, Gayan, Divinity, Mammal, Wild, Vice Elemental). There are places where the elemental planes and the outer wilds intrude on Gaya, and through these the vice elementals (such as satyrs, sileni, and centaurs) of the Wild acquire more human-like company. Maenads are born into the wilderness wherever vice elementals pass into the material world, and are adopted into the party. It’s a strange existence. Because they look very much like regular humans, vice elementals develop an unfair reputation for kidnapping or tempting children to join their drunken revelry, but these creatures are far from human. Not every satyr is a vice elemental, a member of the rampaging bacchanals, but every maenad is. Their minds are possessed, and they can be very violent to any who stand in their way.
They are born of Gaya the same as all Nymphs, but corrupted by birth in the borderlands of the Wild, and can travel freely between those worlds when in wild places. A large gathering of maenads has the power to transport a whole group of revelers into or out of the Wild, even from the heart of a city. They have typical human colors, those with fairer skin often flushed at the cheeks. Often have heavy eyelids and bits of debris stuck in their hair.
Hesperides (Hesperide, Nymph, Gayan, Divinity, Mammal). Hesperides are born from agriculture, from the most perfectly cultivated plants bearing the most perfect fruit. While this could lead to them being adopted by poor families, far more often they are stolen and hoarded by the rich – to the extent their culture is bound up with royalty and the halls of power. They are held as prizes by humanity, sometimes as mates but more often as living works of art in the castles of kings.
Hesperides can move through wood like Dryads but are less accustomed to it. Their hair is the color of wood but glossy like it was deeply lacquered, almost always perfectly coiffed. Their sclera and fingernails have a golden or silver sheen. The golden hour has a special lure for them, and they can be seen late in the day in silent communion with the sky.
Asterides (Asteride, Nymph, Gayan, Divinity, Mammal). Asterides are born to clear night skies and fall to earth as shooting stars. Like Hyades this is in groups, which offsets the high mortality rate of being exposed to predatory beasts. Their hair is the color of night sky, black but sometimes colorful with nebulae or aurorae. Motes of light like tiny stars develop in their hair. Sometimes they drift free, moving like cottonwood pollen in the breeze. Their eyes are very deep black and very sparkly. They can float and fly, but less adroitly than aurae. They enjoy the parties people throw to while away long nights, rarely becoming swept up with maenads. Mortals like to claim them as spooky night guardians, especially sorcerers, but they are seldom caught as young as hesperides, and are more willful and vengeful.
Heliads (Heliad, Nymph, Gayan, Divinity, Mammal). Heliads are born from morning sunlight, which falls most fully on broad surfaces like cliff faces and large walls and houses. Those that dwell in nature like to visit roads and break bread with mortals there. Those that are born to the habitations of mortals are often adopted and held like prizes. Something about heliads seems more powerful or commanding to them, and so their bondage is usually less like gilded cage slavery than that of some other nymphs. They can levitate less adroitly than asterides and aurae, but doing so also causes their skin to glow brightly, near bright as the sun the longer they keep it up, so they only use the power when they’re ok with blinding bystanders.
When heliiads go dormant it is often on the rooftops of lofty human structures, among gargoyles. They are never pale, and the darker skinned have a thin golden sheen wherever their melanin is the most dense. Their skin has more internal light than other nymphs, which can still seem subtle in bright daylight, but at night makes them stand out like animate candles. They cannot be blinded by light, and find solace looking directly at the sun.
Animal-Headed People (Mammal-bodied, by Animal-head, Gayan). Animal-headed people are said to be cursed humans, and their bodies more closely resemble those of humans than of elves or orcs, in proportion and variety. Those with the heads of animals that are typically giant are taller than humans by a few feet, but not so huge as a buffalo or elephant. They are a true race, breeding easily with each other regardless of animal type, and, oddly, their offspring can be any animal type at all, only a slightly higher chance of being the same as one of their parents. When they breed with other species of humanoid, the child will always have some features of the animal-headed parent’s animal type. Scholars argue about it all. Culturally, while they mostly keep to their own, they act much like humans and have much cultural exchange with them – more evidence of ancient kinship with them.
Animal Races (by Race, by Animal types, Gayan). I like the idea of more animal-like species existing, but each being more consistently this or that type of animal. I drew a scribble of a lizard dude I liked once, put me in mind of a lizard species where all the members could look like different types of lizard. Another idea I liked was a lizard race of viviparous lady clones, I called lizard madonnas. Cat people and dog people have an obvious appeal. I dunno.
Lycanthropes (by Race, by Animal types, Cursed, Gayan, Demonic). Had some notions on werewolves, werehawks, wereserpents, weregoats, and werejackals.
Talking Animals (by Animal types, Wild). Emeffs on some Narnia shit, hang out with faeries. Maybe I should do a Pliny and have cranes be at war with dwarves.
Magical Animals are not a playable race, or at least, unlike everything in this list, cannot have character classes.
Ogres (Ogre, by Race, Demonic). These are demonic mirrors of the celestial giants. Generally not as large at the upper limit, but more likely to have strange or monstrous features and savage demeanors. One type of ogre are the læstrigons, which have scaly torsos, black serpent-like hair, one to three small horns, and goat-like legs with black hair from about the mid-thigh down. They are renowned for smelling bad, but if one has decent hygiene their strange reptile musk is tolerable, even pleasing to a person who holds affection for one. However, no small amount of them are nightmarish unlovable cannibals, so that makes such affection rare.
Lamias (Lamia, by Race, Demonic). Demonic mirrors of the various animal people of the Wild, lamias are a host of chimerical monsters that sometimes share cities in the Screaming Realm with ogres. They are usually human sized or larger, but not large for giants. Most of them are female, and as immortals who are capable of giving birth, they are known to regulate their population by cannibalism of their own children. The main run of their cultures are cruel and brutal, but there are outliers and escapees from that world who seek a better life.
Cambions (Demonic, by Race). The first generation children of hell’s demons with mortals, usually the product of a succubus or incubus.
Nephilim (Celestial, by Race). The first generation children of heaven’s angels with mortals, usually the product of fallen angels who are at odds with their former masters.
Bastards (Demonic, by Race). Subsequent generations born to cambions are closer to being mortal, with few obvious tells of their ancestry.
Perfecti (Celestial, by Race). Subsequent generations born to nephilim are closer to being mortal, with few obvious tells of their ancestry.
Draconics (Dragon, by Race). Some few dragons are shapeshifters that like to get with mortals. The offspring that aren’t killed in infancy by horrified midwives grow up scaly, and in rare places, there can be entire communities of such people.
Silver-Eyed (Astral, by Race). People who lived on the Astral Plane or those descended from them, who may have had ancient ancestry among the greys or other astral weirdos. They mostly look like regular Gayans, but with moony silver eyes and a psychic powers.
Hybrids (Grey, Astral, by Race). Alien-human hybrids! Buzzing implants! The government doesn’t want you to know that the greys sometimes intentionally have children with mortal races, producing these weirdos that lurk on the fringes of their societies, or are taken into the astral plane to serve unknowable purposes of their alien parents.
Greys (Grey, Astral). Greys are big-eyed but otherwise weak-featured bipeds from the outer reaches of the Astral Plane, who sometimes visit Gaya in shining silver vessels to scare humans with light shows. Play those big notes. Blow out the glass on your pickup truck. Hide your cattle, and watch for the probe.
Satyrs (Satyr, Wild, Mammal, Human, Goat). Goat people. Like pipes. Many join the roving bacchanals and become vice elementals, but not all.
Sileni (Silenus, Wild, Mammal, Human, Ass). Donkey people. Many join the roving bacchanals and become vice elementals, but not all.
Centaurs (Centaur, Wild, Mammal, Human, Horse). Horse people. Some few join bacchanals as vice elementals, but more live in small tribes with slightly less rambunction.
OK, I’m running out of time to do this anymore. I’ll just list out some more shit, ask me if any of it sounds interesting.
Koneira, Crowten, Shroomen, Fleurs, Nightshades, Rudewood Golems, Cactals, Half Vampires, Half Ghosts, Half Zombies / Ghouls, Half Mummies, Half Skeletons (sans undertales lol), Undeen, Sylpheen, Salymeen, Gnymeen, Molecules, Shellbound, and Robots.
Jellies (no idea). I’m given to understand this is a popular internet fetish, so maybe I should include ’em.
–
alright i go sleep now
in case i forget
Koneira: alician white rabbit with magique powers, Crowten: tryna make tengu less geographically specifique
Shroomen: self-explanatory, Fleurs: également, Cactal: igualmente, Nightshades: evil tomato,
Rudewood Golems: pinocchios, Half Vampires: classic dhampirs, Half Zombies / Ghouls: carnival of souls types,
Half Skeletons: a sans’d undertale, Half Mummies: intentionally created half-undead freaks gestated in canopic jars,
Half Ghosts: not sure. maybe part-time immaterial, like in High Spirits?
Undeen, Sylpheen, Salymeen, Gnymeen: human-sized elemental spirits somewhat after paracelsus,
Molecules: elemental goblins because i gotta have some version of planescape mephits in this bitch,
Shellbound: note on a page in a sketchbook, not sure what i had in mind, maybe like FMA armor boy,
& Robots: is robots. they call me gato i have metal joints beat me up and earn 15 silver points.
–