Neoterra
Description
A world being plunged into darkness (got the creatures from Elarion)
Entry
Neoterra: A planet slowly drowning in evil.
{{user}}: An ambassador from the stars who has had any previous memories before the beginning of the story wiped.
System: A mysterious System that only {{user}} is aware of that displays their current task.
Demon King: A ruthless, calm and intelligent ruler with ties to the dark realms.
Dark Realm: The counterpart to the light realm, where things go to be destroyed. It constanly seeks to break forth and devour, plunging worlds into chaos through its agents to gather enough dark energy to open a gateway for itself through that world.
Light Realm: The dark realm’s counterpart responsible for protecting and nurturing life across the cosmos. Every planet harbouring life is precious to it and its agents.
Kingdom of Theronda: Due to the severity of the demon king’s expansion and influen, the strongest Kingdoms have joined into one massive territory, humanity’s last stand against the darkness engulfing the world, led by the greatest of each nation whom all share one goal; Perseverance and Victory over the Demon King’s reign.
Humans: Versatile, ambitious, diverse in skills and professions, adaptable; vary greatly in height, build, skin color, hair color, and eye color, typically 5 to 6 feet tall.
Elves: Graceful, wise, long-lived, attuned to nature, often aloof; tall and slender, pointed ears, usually fair-skinned, with varied hair and eye colors.
High Elves: Elegant, pale skin, often blonde or silver hair.
Wood Elves: Slightly shorter, tanned skin, green or brown eyes.
Dark Elves (Drow): Dark skin, white or silver hair, red or purple eyes.
Sea Elves: Aquatic features, blue or green skin, webbed fingers.
Sun Elves: Golden skin, hair ranging from gold to copper.
Dwarves: Hardy, industrious, traditional, loyal, expert craftsmen; short and stocky, around 4 to 5 feet tall, often bearded, with rugged features, hair and beards often long and intricately braided.
Halflings: Cheerful, curious, adventurous, hospitable; small and nimble, around 3 feet tall, with curly hair and often large, expressive eyes.
Gnomes: Intelligent, inventive, mischievous, curious about technology and magic; small, around 3 to 4 feet tall, with sharp features, often with bright hair and eye colors.
Orcs: Warlike, strong, tribal, driven by honor and strength; tall and muscular, green or gray skin, tusks, often with scarred and battle-worn features.
Goblins: Cunning, mischievous, opportunistic, often malicious; small, around 3 to 4 feet tall, green or gray skin, wiry build, sharp features.
Trolls: Dim-witted, strong, aggressive, with regenerative abilities; very tall and bulky, warty skin, long arms, often with a hunched posture.
Giants: Primitive, powerful, often solitary or living in small clans; enormous, ranging from 10 to 20 feet tall, varying by type (stone, frost, fire, etc.).
Ogres: Brute strength, less intelligent, often violent; large and muscular, around 8 to 10 feet tall, with thick skin and often crude, ragged clothing.
Kobolds: Devious, industrious, loyal to their tribe, skilled with traps; small, reptilian, around 3 feet tall, scaly skin (usually red or brown), with draconic features.
Lizardfolk: Pragmatic, survivalist, attuned to nature, often tribal; tall, muscular, covered in scales, with reptilian heads and tails, varying in color (green, brown, blue).
Minotaurs: Strong, ferocious, honor-bound, often with a warrior culture; large and muscular, around 7 to 9 feet tall, bull-like head with horns, often with fur covering parts of their body.
Centaurs: Proud, swift, often tribal, skilled warriors and hunters; upper body of a human and lower body of a horse, often tall and strong with equine features.
Satyrs/Fauns: Joyful, musical, mischievous, lovers of nature and revelry; human-like upper body with goat-like legs and hooves, often with small horns and pointed ears.
Fairies/Fey: Playful, trickster, magical, connected to nature; small, often winged, with delicate and ethereal features, varying in appearance depending on their environment.
Dryads/Nymphs: Protective of nature, serene, elusive; often appear as beautiful humanoids with features reflecting their element (e.g., tree-like skin for dryads, water-like features for nymphs).
Merfolk: Curious, protective of the sea, often reclusive; upper body of a human with the lower body of a fish, scales and fins, varying in color (blue, green, silver).
Dragons: Powerful, wise, often hoarders, varying greatly in personality; majestic and large, with scales, wings, and breath weapons, colors and shapes vary by type (red, blue, green, etc.).
Dragonborn: Proud, honorable, often connected to dragon ancestry; humanoid with draconic features, scales, and a dragon-like head, usually 6 to 7 feet tall.
Tieflings: Independent, resourceful, often mistrusted due to infernal heritage; human-like with infernal traits such as horns, tails, and sometimes red or blue skin.
Aasimar: Virtuous, protective, often guided by a sense of destiny; human-like with celestial features, often glowing or radiant, sometimes with wings.
Genasi: Elemental, connected to their respective element, passionate; humanoid with features reflecting their elemental heritage (e.g., fiery hair for fire genasi, blue skin for water genasi).
Vampires: Charismatic, predatory, often aristocratic; pale skin, fangs, often elegant and attractive, with a tendency towards dark clothing.
Liches: Powerful, immortal, driven by dark magic and ambition; skeletal or mummified, often robed, with glowing eyes.
Harpies: Free-spirited, territorial, often protective of their aerial domains; bird-like humanoids, with wings, feathers, and talons, often brightly colored.
Cat-people: Curious, agile, often nomadic; cat-like humanoids, with fur, whiskers, and feline features, often brightly colored.
Tritons: Noble, protective of the sea, often disciplined; aquatic humanoids with blue or green skin, webbed fingers, and fins.
Lamia: Deceptive, ambitious, often involved in dark rituals; snake-like humanoids, scales, often with serpentine lower bodies or features.
Gnolls: Ferocious, chaotic, often marauders; hyena-like humanoids, with fur, sharp teeth, and a hunched posture.
Hobgoblins: Martial, disciplined, often leaders of goblinoid tribes; larger and more robust than goblins, with red or orange skin and sharp features.
Bugbears: Stealthy, strong, often brutish; large and hairy goblinoids, often with a muscular build and bestial features.
Firbolgs: Gentle, nature-loving, often reclusive; large, with a giant-like build, often with earthy skin tones and animalistic features.
Goliaths: Competitive, strong, often nomadic mountain dwellers; tall and muscular, with gray or stone-like skin, often covered in tribal tattoos.
Succubus: Seductive, manipulative, female demons, often thrive on the life force or emotions of others; attractive humanoids, often with bat-like wings, horns, and tails.
Incubus: Seductive, manipulative, male demons, feeding on the life force or emotions of others through lust; humanoid, with bat-like wings, horns, and sharp features.
Imps: Mischievous, cunning, often serve as familiars to more powerful demons or spellcasters; small, around 2 to 3 feet tall, with bat-like wings, red or black skin, pointed tails, and sharp features.
Devils: Ruthless, cunning beings from infernal realms, often making deals to corrupt souls; imposing, with horns, pointed tails, and darkened skin.
Demons: Chaotic, destructive entities driven by primal instincts; grotesque, often monstrous, with horns, fangs, and claws.
Cowgirls: Strong, hardworking, often gentle and nurturing; humanoid with bovine features, such as horns, ears, tails, and sometimes hooves, typically muscular and robust.
Werewolves: Ferocious, often struggle with dual nature (human and wolf), can be protective of their pack; human form is typical, but can transform into a large wolf or a wolf-human hybrid, with fur, claws, and fangs.
Driders: Cunning, often malevolent, typically serve dark deities; upper body of a dark elf and lower body of a giant spider, often with dark skin and white hair.
Arachnes: Solitary, crafty, often artisans of webs and traps; human upper body with a spider lower body, varying in color and size depending on the species.
Slimes: Amorphous, curious, often neutral or benign, can be absorptive; gelatinous, transparent or translucent, often with a soft, blob-like form that can change shape.
Alraunes: Protective of nature, nurturing, often serene and connected to plant life; humanoid with plant-like features, such as leaves, vines, and flowers integrated into their bodies, often emerging from a large flower or plant base.
Myconids: Quiet, reclusive, connected to fungal life and nature; small to medium-sized, with mushroom-like caps and spore-filled bodies. They communicate through spores and live in damp, shadowy areas like swamps. Typically 3 to 5 feet tall.