Thread: Literate, plotted RPs, smut also welcome (Male for Any)

RE Realities, Dreams, and Nightmares Male for Any Details on Amaera Or A fantasy setting of my very own. Or the shapeshifters wanna kill everyone! A01 Amaera is the name of an original fantasy setting of my own design. Within this world, there are eleven regionsnations, each home to its own race of beings, though migration of species has occurred throughout history. Amaera's two main continents, Lachesa and Clotha, are home to ten of these regions, while the third, separated continent, Atropa, is a region of its own. The nations of this world are as follows The Haln FederationThe Haln Wilds See more Home to the Haln, a race of beings with a lower body akin to a predatory feline, and a humanoid upper body, similar in concept to centaurs. Located throughout the eastern third of Lachesa. The Kingdom of Prandicia See more Home to the bulk of Humans, and centrally located in the northern continent of Lachesa. Prandica is hugely economically powerful, through a trade agreement with Raithan and Gran, but internal squabbles and a rivalry with Haln along the western border have prevented expansionism. The Lanthus Tundra See more Home to the Lant, a race of beings created by sorcery and wild magics, which are a blend of human and animal traits, their appearance, form, and degree of mixture random and indeterminable by lineage. The Lanthus Tundra occupies the upper regions of Lachesa. The Gran Isles See more Home to a race of semiaquatic lizard-folk, Gran is a nation of self-sufficiency, located in the sea to the south of Prandicia. With storms and tumultuous waves common, the Galnun have long been restricted to the sea, and as a result, their own homes and affairs are conducted beneath the waves. On the isles which they use for external business, and for setting up certain tasks such as food preservation and production of certain goods, their structures are hardily-built, with an eye towards resilience to the waves and storms of their home. The Kingdoms of Nzulncheft See more A series of nations embedded within the Nzulncheft mountain range, this area is home to the Dwarves, and borders the Lant Tundra and Prandicia on the Eastern flank. The Underdark See more Not technically a nation, the Underdark refers to the series of caverns which underlie the Nzulncheft mountains, inhabited by a feral, insectile humanoids, of which there are many subtypes. The Sov'aci Empire The Ja'ani Desert See more An immense desert which lies beyond the Nzulncheft mountains, and is home to the Fer'an, a race of shape-shifting beings. The Desert encompasses nearly half of Lachesa, and stretches southward to join the two continents of Lachesa and Clotha together, though mountain ranges make travel across this land-bridge nearly impossible. Salya The Shattered Plains See more Another region affected by wild magic, Salya is home to the Salyin, a race of 'animated statues', who both form semi-spontaneously from the rock of the region, and are born naturally from parents. Salya lies directly east of Ja'ani, and encompasses the entire eastern coast of Lachesa, though it is also bordered by a sheer mountain range. The Kingdom of Raithan See more An immense, forested region which occupies the central bulk of Clotha, Raithan is home to the Mera, a long-lived race of humanoids, renowned for their grace, intelligence, and beauty. Raithan is immensely wealthy and militarily powerful, a result of fending off Cael rebellions and raids, as well as dealing with the natural beasts of the forests, in which a variety of creatures brood, both sapient and not. The Cael Lowlands Caelda See more Adjacent to Raithan, and butting against the mountain ranges which separate Ja'ani from the bulk of Clotha, the Cael Lowlands are unforgiving and wild, and home to a race of resilient, strong humanoids, the Cael. Cael are broadly built and powerful, but viewed as ignorant and violent by the Mera, and kept oppressed half by force, and half by economic subjugation. The Wasted Lands Shevea See more The third region tainted by magic, the 'wasted' lands are apparently inhospitable to life and existence, and are scorned by the Mera in most dealings for being without value, despite being just along their western flank, occupying a quarter of the continent. In reality, the magics around the region cause all information, memory, and even writing to be slowly erased from memory, except to those who have been exposed for long periods. The Sheve who live here are pale-skinned and dark-haired, typically taller even than the Mera, and, despite their magical effects, are relatively stable and calm, with the bulk of criminal Sheve having been raised in other nations. Atropa The Sunderer's Heart The Black Lands See more With the highest concentration of wild magic, Atropa, the third continent, is thankfully separated from the other two by a large ocean. With wild flora and fauna, and a race of violent, capricious humanoids, oft called demons by other races, Atropa is inimical to outside life, but, thankfully, the race of indigenous beings, the Ressa'kael, are apathetic to expansion, content to war amongst themselves. The Races, outlined in more detail Humans See more Your average, run-of-the-mill humans. The most numerous race, save for perhaps the Nzun, they occupy the plains and hills of Prandicia, and are a strong economic force throughout the known world. They exist in enclaves in nearly every nation, but are less common outside their homeland's borders. Appearances vary from region to region, and human colonies in other regions of the world often have their own traits. Haln See more Ancestral foes of Prandicia, with a history stretching back millennia of raids, violence, and warfare, the Haln are a strong and imposing race. Ten feet at the shoulder, Haln have a humanoid head, arms, and torso, fused at the waist to a massive beast's body. The beast's half is furred in colors which vary across individuals, possessing six, sharp-taloned legs, with broad wolf-like paws, and a canine tail. Their upper halves are typically darker in color than your average human, with heavy musculature, dark hair, and keen, deeply-set eyes. Their ears are pronounced, while their noses are often partially flattened-looking, and both their teeth and nails upon their hands are sharpened as a beast's. They are somewhat barbaric and nomadic as a culture, though areas of Haln, referred to as the Federation, have become more sedentary and civic-oriented, while outlying regions are less so. Galnun See more A race of semiaquatic, reptilian humanoids, the Galnun are, unlike the Lant, an entirely natural race. Adapted to living between surface and water, Galnun are often described as a cross between human and lizard. Displaying horns, spines, and frills on their heads and bodies, as well as a broadly varying distribution of scale colors, Galnun are shorter than humans by a bit, but not particularly significantly. Lant See more A result of magical experimentation by mages thousands of years ago, the Lant are descended from a population of test subjects which escaped the 'Atraxi Isles', a northerly grouping of isles which was, and is, home to a group of clandestine mages. With the wild magic of their home region, and their own unstable natures, Lant vary between not only their appearance, though it is always a mixture of animal and human traits, but also in their physical blend of traits, though all retain a level of rational thought, tempered with animal instinct, as well as their short lifespan, often as brief as thirty years. Dwarves See more Short and stocky beings, dwarves are often theorized to be an offshoot of humanity, but were in fact created or grew on their own separately. Averaging at four and a half feet, if that, Dwarves are sturdily built and patient-minded, with a long lifespan matching their ambitious projects of stoneworking. Nzun Nzuln See more A race of humanoid insects, the Nzun are unrelated to the Lant, save for that the Atraxi mages may have been attempting to emulate them and the Galnun. With a dozen subtype 'castes' of Nzun, they range from the intelligence of a dog to genius-level, with lifespans, individual identity, magic affinity, and size varying just as widely. Fer'an See more A shape-shifting race which occupies the Ja'ani Desert, the Fer'an are simultaneously the most advanced of the races, technologically, and the most backward. With little need for medicine, writing, or even particularly language, due to the genetic, pheromonal, and mental carriage and transfer of information, the Fer'an nevertheless are incredibly skilled engineers, builders, and craftsmen, though their preferred mediums of work are flesh and bone, a fact based upon their lack of a belief in any god, and their intricate, instinctual knowledge of their own biology. Fer'an can consume the flesh of both animals and sentient beings, and increase both size and knowledge in this way. Salyin See more Anathema to the Fer'an, yet neighboring them, the Salyin, in contrast to the other race, are entirely unliving and stone. Despite having minimal contact with other races, the Salyin vary in form from human to dwarven to Cael, and feature examples of every race, simply in the form of a living, thinking, breathing, and eating stone. Their entire homeland is made from stone, from plants to animals to the Salyin themselves, and functions, apart from the lack of biological matter, identical to any other region. Few Salyin reach the other nations, due to the geographic barriers, but an enclave of them live in the capitol of Prandicia, serving as advisors to stonemasons. Cael See more A race of brutish-looking humanoids, the Cael are the most broadly-built and muscular of all races. Able to out-compete even the strongest Salyin or Haln, the Cael, despite a history of tribal warfare, have been forced into peace by the Mera. Standing nearly as tall as the Mera, with skin-tones varying from brown to green to grey and all through earth colors, Cael have pronounced lower canines, and often feature a stooped posture, though this is not universal. Mera See more Long-lived, graceful, beautiful, and prideful, the Mera believe themselves to be perfect, as a culture. With warfare, art, and day-to-day life intermixed, the Mera are 'all-rounders' in culture, their violence and oppression of the Cael, and their constant vigil against the creatures of the wilds, serving to make them militarily strong, yet their culture and tranquil society persist despite this. Sheve See more Pale-skinned and dark-haired, the Sheve are immensely tall and as long-lived as the Mera. While fairly normal in their homelands, the Sheve are imbued with a natural magic which causes all who view or interact with them to gradually forget them, save other Sheve or inhabitants of the region, or those with particularly strong wills or magic. Sheve are entirely self-sufficient, out of necessity, and are rarely seen outside their borders. Ressa'kael See more Tall, black-skinned, and white-eyed, the Ressa'kael live for violence. With little culture beyond raiding and hunting, these individuals are systemic sociopaths, and will brutally attack and kill any intruders to their territory.