Alt Playable Species


Automaton


"Zoloto" by toothlessdragon.

Can also be found here Technology

  • Automatons are built using different metals, but are mostly comprised of allumnix, copper, and natural biomaterial like bark and vines to ensure the aura in the machine can flow freely without bunching up in certain contained areas. Aura must have something to be conducted through, in animals and plants it is flesh, which is why natural material is present in all of Ptitheros technology, big and small, that uses aura.
  • High-end automatons are built to resemble pre-existing species. They tend to mimic the species of who made it or is built for a client who wants a similar appearance. The most common are rubasyn-resembling automatons because most of these machines are owned by rich rubasyns in Steam City who prefer their servant machines to look more like them.
    • Early automatons were generally small machines that worked on an assigned protocol. They could be programmed to do set tasks and return set answers when prompted specific questions. They were originally built to serve their engineers as an extra pair of hands, because some snarky engineers thought apprentices were far below their intelligence.
    • Automatons thus far have only been built to look like kin species and companion pet species, but anything is possible.
    • Automatons can have addons of any existing technology found on Ptitheros. From microphones, callrunes, to sound players.
    • Automatons can have wings that function the same as how prosthetic wings work, made from a mix of natural and metal materials, except they are just built in instead of enchanted to connect to an alive-user's aura system.
  • These high-end automatons were inspired by the current concepts on how lindosts function, just on a much less advanced scale. The creation of automatons likely solidified many lindost anatomy concepts of the past. Aura is augmented to produce a condensed state of energy, and with a body with natural material to take control over, aura is capable of giving the machine a basic intelligence. This basic intelligence can do tasks, take commands, and speak, but they don't understand emotions well and have trouble if placed somewhere without knowing their purpose of being there.
    • Lindostology is mostly guesswork based on arcanology laws about how aura is known to function. It is currently understood that lindosts have no biological material, but they have pseudo-organs to replace two vital components: a brain and a heart. If lindosts can have a “brain” that is nothing but compressed aura and be sapient, surely aura alone can make other things come alive. Studies on enchanted animals, mainly talking tions, brought about a simple understanding on how aura can be manipulated into higher intelligence. So long as a vessel with natural material is present that the aura can flow freely to, it can be manipulated by the internal wiring of automatons to come alive. However, aura seems to require specific conditions: an animalistic shape (it will not work to bring a box computer to life) and natural materials (mostly roots or flesh). It is finicky.
  • However, if enchanted with one of the few sensory magic spells by a high-aura user, they can reach a higher level of intelligence where they can learn simple emotions and learn better communication. These things must still be learned, automatons have no sense of emotion or a good grasp on communication out of the box like natural sapient creatures do.
    • Sentient automatons are usually Unaffiliates if left completely up to their own opinions, but those working with others would likely identify with whatever Affiliation their master is. It would be ingrained, not for the purpose of worship.

Windiage


"Tetgi" by aaimasqtch.

Can also be found here Monster Beastiary

  • Windiages (win-diE-ah-Gees) are monsters originating from the half-soul ridden corpses within the Chaveri Ruins. Chaveri was an ancient city that once dominated Ptitheros, but after the Sand and Stone War, it fell into ruin and eventually collapsed underground into the massive limestone cave networks below the Honeycomb Forest. The civilians living underground did not survive forever and Edenline never returned the part of the soul they gifted to her in return for her great protection magic.
  • When they died, their half-souls of aura were useless to collector lindosts. Lindosts never returned to the site upon discovering the waste it was. Half-aura is still aura. The corpses rose from their plant-infested death spot, wicked and dangerous. Enough aura to sustain desperate animalistic tendencies and nothing more. Most windiages are like this. They wander in search of food, feasting on their prey to absorb its aura and suck out all the bone marrow. But they are best known for being extremely territorial over their once-Chaveri region. They become more rabid the closer to the heart of Chaveri ruins one goes, protective over their crumbled citadel and broken streets.
  • Some windiages received an alternative to death, for better or for worse. Simply known as regenerative-windiages, these Chaverians didn't lose as much soul-aura as the others. They retained enough to keep a sound mind and their perception. They're still dead, naturally walking corpses of rotting flesh and plants, but they are capable of looking normal. Their natural aura wants to retain an appearance it determines at birth, so while their old magic is gone, they have enough to regenerate their decomposing body for short amounts of time. Enough to get by undetected, until their energy runs out and flesh begins falling off.
    • Regenerative-windages are few and far between. Their existence is both by luck and unluckiness, since they suffer far greater than their bloodthirsty counterparts as they try to survive in a world where they are the hidden half-dead monster.
    • Regenerative-windiage requirements: Because of their rarity, earning a regenerative-windiage takes time and effort. The character requires a Chronicle-Access bio, where (at minimum) they have one paragraph of their backstory before Chaveri went silent (see 3550 C.E. and prior) and one paragraph of backstory after they wake up. Stories must make sense and obviously have time put into them.
    • For 'regens', upholding a fully "living" form takes the most energy and upholding only as a skeleton takes the least. Between these states their flesh will decay off, taking a few hours usually, where they look the most like their normal monsterous counterparts. Regens can manually hold any of these "in-between" states, but there aren't many reasons for doing so.
    • Normal windiage won't attack regens unless prompted (stolen food, attacked first, etc). Regens prefer to stay away from normal windiage for the sake of their emotional and mental health.
  • Because windiages originate from the collapse of Chaveri, most are dragons or gryphons, with mixed genes throughout. There were still rubasyns living in Chaveri at the time, but their population was declining rapidly.
    • Windiage dragons and gryphons are most common, rubasyns are uncommon, lefikas are rare, taroots are nearly impossible.
  • Windiage are not recognized as a threat to one another. They live semi-solitary, no set packs but a handful in one area is common. They don't have the capacity to create a hierarchy. They don't recognize aura levels. Their diet is wildlife, which are all low aura, so them not attacking each other because of low aura wouldn't make any sense. They'll fight if their food is stolen, but that's about it.

Scalace


"Scalace" by aaimasqtch.

See beastiary entry for monster-viewed variation: Monster Beastiary

  • In light of the expedition into the magmatic city below the East Volcanic Inlet, scalace sightings have become feverent. Something dangerous had occured inside the Scorchland, something that pushed some of the firey beasts to leave. While dangerous and hardly allowed inside populated zones currently, scalaces have been found to be intelligent and capable of adapting to many situations. Not a cursed beast, not a bloodthirsty monster, but certainly not a safe creature. But perhaps with their discovery and willingness to communicate, Ptithians now have the oppurtunity to research the Scorchland.
  • As scalaces were introduced into communities within distance of the scorchland, their secrets were discovered and as they learned to communicate, their life and society deep in the scorchland was explained.
  • Although the Ends Beginning City was found below the East Volcanic Inlet, archeologists did have reason to believe that this was not the only site like it. They were right, another ancient Colossal city had survived below the hearth deep within the scorchland as well. Scalaces had found it long, long ago, and formed their civilization around it. Where the endless sun does not shine, life can exist in the shadows of caverns and rely on minimal amounts of groundwater. Scalace were not nomadic, not in the slightest, but considering their sightings were only ever on the outskirts of the region, what else were scared travelers to believe?
  • Rather, over many years, the creatures adapted the ruins of a city underground to their needs. White ruins became homes, streets, landmarks, and more. With an aesthetic similar to fantasy dwarven mountains, scalace kept their lives away from the landscape above and groups only came out when rarer resources were needed.
  • Society in the reconstructed dwelling is decently simple, as surviving in the scorchland is hard enough. They have their own language derived from older Tucrut and function in a world entirely self-contained, relying on the things from long ago as a starting point for their own education and research. While smart creatures, they come from a world of their own and those being introduced into the larger, connected world will take a lot of time to properly adapt.
  • Scalace are not cryptids made from curses like folktales tell (although most regular Ptithians still believe this), they are simply a byproduct of their environment. The scorchland was not always inhospitable, it was once a beautiful white-sand desert oasis that Meldr'uno created for his new kin, the lefika, as a gift. Some lefika were brought there as a reward for their loyalty, but it appeared no amount of praise from these followers was enough for Meldr'uno (Virtue-form). He claimed they grew selfish and unworthy of His time, so, he removed the blessing on the lands and let it slowly be reclaimed by nature. Naturally, the scorchland is the hottest place on the planet, years went by as the sands turned red and the air snuffed out the oasis. The lefikas there had nowhere to go, punished to burn with the landscape.
  • The arid-adapted creatures could only handle it for so long, losing more and more of their nomadic population until they discovered the ruins of an ancient city. Before the place became inhospitably scorched, these lefikas moved into the underground city and discovered a well of running, steamed water inside a temple.
  • It did not take long for them to learn this well was enchanted and was a clue as to how the previous residents of the city survived to create such a gracious civilization. Drinking enough of the water granted heat invulnerability, and quickly, traits built for the environment became common. Basaltic skin, igneous geoshifts, control over the melt of those geoshifts, and the loss of fur and feathers that were prone to getting charred.
  • Somewhere down the line, some scalace gained a barb on their tail that can inject the magma of their molten geoshift like a venom. Residual lefika traits can also still be found on them, from charred vestigial wings, crisped ear tassels, to non-igneous geoshifts.
  • Scalace can turn their molten geoshift on and off. They can be completely cool to the touch and are essentially like a wingless lefika with tougher, basaltic skin rather than the usual sandpaper, sedimentary-esce skin when doing so.
unknown.png

Ancestral Recall


"Recall Lefika" by aaimasqtch.

"Recall Rubasyn" by aaimasqtch.

  • Prehistoric lessifeal genes can re-emerge in modern lefikas, creating Ancestral Recall lefikas. And prehistoric rubus genes can re-emerge in modern rubasyns, creating Ancestral Recall rubasyns.
  • Ptithians have a good grasp on genealogy. Mutations that aren't scary (amorphous eyes, etc) or make life difficult (hairless/featherless, etc) are typically viewed as interesting or even make the Ptithian "better" in a sense. Ancestral Recall is the random chance of prehistoric genes showing up, which is viewed as a cool mutation by most.
  • Radical Tucruits would praise a Recall lefika, because a Lessifeal is essentially the purest of lefika because those were what Meldr'uno chose to take in as His kin. Lessifeals had no "disgusting" mixing with other kin, therefore a Recall lefika, the closest to an ancient Lessifeal chosen by the god, is praised by RTs.
  • Most live normally among the general population, the only slight nuisance they deal with is being a bit taller than what is accommodated for. Sub-groups have been gathered over the years by those who believe they need to make their Recall genes more prominent, but this is rare.
  • It's well known Recall isn't an aura curse like werebeasts and seatechs, so it isn't viewed as heinous and is therefore not attacked by the general population. There are always those who hate anything unlike them, of course.

Enchanted Animal


"Faust" by aaimasqtch.

  • Spellbooks contain lots of things, making a companion sapient is appearantly one of them.
  • Very rarely, in the wild, an animal is born with more intelligence than usual. Most records of this phenomenon are echoers.
  • Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Spirits


"Kosmos" by aaimasqtch.

"Skywatcher" by aaimasqtch.

Can also be found here Affiliations

Skywatcher

  • Appearance requirements: Pastel galaxy colors, star patterns, bright cerulean eyes and insides (claws optional), sharp face shape, eyebrow whiskers.
  • Skywatchers are guardian spirits of Sagekin and Babylua. Only Sagekin can become skywatchers after death.
  • Skywatchers are special spirits from Babylua (Edenlline’s Afterlife Garden). Skywatchers, unlike the typical souls that go to Babylua after death, are able to travel between Babylua and the overworld of Ptitheros. Skywatchers are the spiritual guardians of Sagekin, they help bring them to their garden and can be contacted for wisdom and positivity. They are recognized as the holders of runes, because they are talented in rune sigils of all kinds. Skywatchers are also sent in to protect from lindosts, dangerous ghosts, and to cleanse disease. They appear as soft, pastel-galaxy hued creatures that resemble a once-living Sagekin.
    • Skywatchers do not require a portal relic like Kosmos do to traverse between Babylua and Ptitheros.
  • High aura Ptithians are more likely to get in contact with a Skywatcher no matter their Affiliation. They are drawn to them and often wish to help teach them some tricks.
  • Skywatchers are headed by a Great Skywatcher called Theia, the first ever created by Edenlline.
  • Skywatchers are much less organized than kosmos. There is no overseer to choose which Sagekin spirits become skywatchers. By random chance, if a new skywatcher is needed, a spirit will earn the position. Because of this, skywatchers may alert Theia that they do not want this position if that is the case and be reverted. Skywatchers have more freewill compared to kosmos, but it comes at a price: Edenlline can see what they see at any moment, and should the Architect deem it necessary, She can take control of them.

Kosmos

  • Appearance requirements: dark galaxy colors (no pitch black), star patterns, white/off-white eyes and insides (claws optional), misty/foggy form, third eye, gill slits.
  • Kosmos are guardian spirits of Sequns and Sallenin. Only Sequns can become kosmos after death.
  • Kosmos, often called Kos, are special spirits from Sallenin. Kosmos, unlike the usual souls that go to Sallenin after their death, are able to traverse all dreamscapes between all Sequns and can access the real world too. Kosmos keep watch of all dreamscapes, they ensure safety to those in Sallenin and those sleeping. Because of the pact between Cymer and the Lindost Arch, Kosmos have the capability to shoo lindosts away from dreamscapes in case the monsters aren't adhering to the pact rules on their own. When visible in the real world, Kos cannot interact with anything physical but can speak through willing patrons. They appear as shadowy, whisp-y creatures that resemble a once-living Sequn.
    • West culture dreamcatchers are the portals Kosmos use to travel from the dreamscape to the overworld. Kosmos cannot access anything besides Ptitheros and the Cardinals’ planes.
  • Kosmos trained Western Shamans from childhood and were once the direct link between them and Cardinal Cymer.
  • Kosmos can possess living Ptithians temporarily.
  • Cymer, the West Cardinal, has long since disappeared from Sallenin and the overworld. He was once the gentle giant that greeted new spirits and selected the unique Sequns who deserved a place among his cosmic kosmos. In His place, a dragon kosmos named Ukiyo had stepped forward. Ukiyo is not a greeter, but he has been entrusted by his fellows to take the place of Cymer in choosing who becomes kosmos and who does not. There is something… oddly familiar about Ukiyo, despite the foggy form, the bright teal eyes of a god radiate from him.

Vindiago


"" by .

Can also be found here Monster Beastiary

  • Vindiagos are extremely hard to research. These monsters are intelligent but have no other purpose to life other than kill and taunt in the most unexpected manner they can come up with.
  • In their natural form they appear to have bark-like skin, similar to briars, two hind legs, a sharp face filled with splintering wood, and and spicules growing from different spinal areas of their body. They walk very lopsided and fall often. In their natural form they do not move very much.
  • Vindeagos spend most of their lives in false forms. They are shapeshifters, able to mimic the appearance and voice of anything biological they lay their eyes on. They use their shapeshifting capabilities to hide amongst society, becoming friends with others with a plan to eventually drag them deep into the wilderness to kill and feast.
  • Most vindeagos have one fatal flaw to their false forms, and that is the inside of their mouths. Their inner appearance cannot be changed, so their gums and teeth resemble bark and thorns.
  • Vindiago characters can overtake existing Ptithian characters. It will be noted on their entry that they are a vindiago in disguise.
  • While immoral monsters, vindiagos are intelligent and capable of forming bonds. These are often miniscule, such as truces with those who agree to help it or not expose it.
  • No vindiago would not desire to live a "normal life". They stay in a form to tear apart relationships, draw their prey into isolation, kill them, then move onto a new target.