This page contains information about all of the different races and species in the FineVerse notable enough to be listed. Some of them are original, and some are obviously borrowed or inspired from existing media. Language of inspiration refers to the real-word language and/or culture I tend to reference when designing OCs and picking names for that race. It's also sometimes the language they actually speak (a fictional version of) in-verse.
About Magic
Magic in the FineVerse is directly related to, and caused by, a creature's soul. It's a central feature even of universes where 'magic' isn't widespread, since it's inherently built into the nature of mortals in general. For example, even if humans don't practice general magic in a universe, their supernatural willpower is still magical in nature since it results from their soul. For an in-depth explanation of magic in the FineVerse, as well as the mechanics of science, cosmology, and other nerdy stuff, you may refer to the Cosmology & Magic information page to learn all about it.
Ponies
Description: Ponies are a race of herbivorous, small, colorful equines which make up the majority of characters in the FineVerse. On a non-physical level they're highly anthropomorphized, being mentally identical to humans, having similar cultures, behaviors, emotions, and attitudes. Essentially, they're just people in the body of a pony, and subject to the same psychological principles and analysis. They have a "soul mark", a symbol on their flank which manifests as they discover who they are. It's typically a symbolic description of the pony's attitude, name, talents, or destiny. Ponies are notorious for being everywhere, and reproducing quickly, which means they're likely to be encountered just about anywhere, but especially in plains and temperate climates.
Origin: Inspired by the ponies from My Little Pony: Friendship is Magic.
Languages of Inspiration: English, Latin, Greek.
Cultures of Inspiration: America, Europe.
Mental Capacity: Sapient.
Average Height: 4'0" for females (mares), 4'1" for males (stallions).
Average Lifespan: 80 years (1 human year = 1 pony year).
Races: Earth Pony, Pegasus (wings), Unicorn (horn).
Terminology: Filly (a female child) | Colt (a male child) | Foal (a child) | Flank (rear-end) | Muzzle (face/mouth) | Hoof (any of the four limbs) | Mane (hair) | Trot (to walk) | Boop (to playfully tap the snout with a hoof or other appendage) | [Being in] Heat or Estrus (a seasonal period where equines become sexually active and breed) | Buck (kicking with the hindlegs, also sometimes slang for having sex) | Stallion (a male pony) | Mare (a female pony) | Pig (derogatory slur for stallions in Hera) | Mzungu (derogatory slur for ponies in Arbi) | Ponish (the language spoken by ponies [English]) | Clopper (derogatory slur for ponies in Equa [the continent]).
Fixed Magical Properties: Enhanced reproduction. Ponies naturally channel a portion of their soul into their mates and offspring, allowing for babies to be produced at a supernatural rate with minimal physical resources. This naturally massive population is what allows ponies to ecologically dominate most of the regions they find themselves in. Their ecological biomass actually increases without consuming resources as a result, minorly violating the laws of thermodynamics. In addition, this partially soul-based process allows ponies to mate and reproduce with creatures that aren't of the same species, both in impregnating and carrying children, creating pony-hybrids of pretty much anything, leading to a massive variety of half-pony species.
For detailed information about interspecies hybrids, see here.
Variable Magical Properties: Increasingly powerful flight (pegasi), increasingly powerful spell-craft (unicorn), increasing physical strength (earth pony). Pegasi wings are logically too small to actually allow for flight, but they can channel soul energy through their wings, even if replaced with a prosthetic, to allow for flight. Unicorns channel soul energy directly through their horn, allowing them to manipulate it with precision and complexity unlike the other pony races. This manifests as spells, the simplest of which is telekinesis, with the most complicated spells able to do cataclysmic things like change the weather, manipulate time, or manipulate other people's very souls. Earth Ponies grow in strength via magical means. Even if an earth pony is physically unimposing, or even small, if they have a strong soul then they will be stronger. The strongest earth ponies in history, despite being only about four feet tall, could lift giant boulders and hurl them long distances like living siege weapons, or simply bust straight through walls.
Magical Costs: Nutrition (all), heat and mental health (unicorns). All ponies who utilize their magic experience physical fatigue proportionate to the percentage strain on their soul. Whether it's exercising super-strength, flight, or spells, using magic is physically tiring, and if abused could lead to malnutrition and exhaustion. Unicorns also suffer two additional side-effects. Using magic causes their horn to heat up proportionately to the percentage of their soul being used, and abuse will quickly lead to heatstroke. In addition, the complexity of a spell inflicts damage on the mind, and casting more complex spells requires extensive knowledge, focus, and practice. Repeatedly casting simple spells will lead to headaches, and casting spells above a unicorn's level will cause direct brain damage, with an extremely difference in complexity and skill leading to instant brain-death. There are no physical limitations to which spells a unicorn can attempt to cast, which leads to poorly educated unicorns often severely injuring or even killing themselves trying to practice magic on their own. Note that the drain is relative to the percentage strain on the soul. This means ponies with stronger souls will feel less effects from magic on the same level as a pony with a weaker soul. For unicorns, this means that spells literally cause less or more heat based on the capacity of their soul.
Humans
Description: That's you! Humans in the FineVerse tend to be stylized and thought of as anime characters, as to fit in more with the cartoonish nature of the other races. They may or may not exist depending on the universe, and some universes are even human-exclusive.
Origin: Real Life.
Mental Capacity: Sapient.
Average Height: 5'4" for females (women), 5'9" for males (men).
Average Lifespan: 80 years (1 human year = 1 human year).
Races: Too many to list.
Fixed Magical Properties: Heightened purpose. Save a few exceptions, humanity in general has deeper and more complex souls than other species, and therefore feel a greater sense of individual self and purpose. This is what drives humans to life-long, seemingly-impossible goals with supernatural drive, achieving goals that most creatures would give up on while enduring greater hardships than most creatures can tolerate.
Variable Magical Properties: Increasing willpower, eventually reaching superhuman levels and allowing for certain physical and mental limits to be broken through sheer strength of will. The most common result of supernatural willpower is a resistance to soul and mind-based abilities, such as mind control, hypnosis, and soul manipulation.
Magical Costs: None. In exchange for their relatively tame magical properties, humans don't suffer any noticeable drawbacks from using it.
Griffins
Description: Griffins are a carnivorous mix of a lion and an eagle, and are similar to ponies in many ways. They're considered stronger, and more verbally blunt than ponies, sometimes even rude. Their populations tend to be smaller, and they tend to form loose social bonds. They're often stereotyped as being savage or criminal. Griffins tend to prefer tropical and mountainous climates.
Origin: Greek Mythology.
Languages of Inspiration: Spanish, Hebrew, Native American (in Equa [the continent])
Cultures of Inspiration: Americas, Middle-East.
Mental Capacity: Sapient.
Average Height: 4'3" (no sex difference).
Average Lifespan: 80 years (1 human year = 1 griffin year).
Terminology: Griff (a griffin) | Cub (a griffin child) | Kuku (derogatory slur for griffins in Arbi) | Clipping (the practice of clipping a griffin's flight feathers to prevent flight, typically with slaves or indentured servants) | Gryphon or Griffon (alternate spellings of griffin) | Grifalog (the language spoken by the griffins).
Fixed Magical Properties: Flight. While a pony's flight ability is linked directly to the strength of their soul, griffins possess enough latent flight magic in their flight feathers to fly regardless of their relative soul. This is important because like pegasi, their relatively small wings cannot physically induce flight using phsyics. The unfortunate side-effect is that while ponies can easily replace a broken wing (such as with a prosthetic) or keep a partial wing and channel magic through it via their soul-mark, griffins instead rely entirely on the magic stored in their flight feathers, and if they lose them for any reason they'll lose the ability to fly forever unless somehow returned, usually working only through futuristic or supernatural means.
Variable Magic Properties: None. Griffins mostly grow stronger through traditional methods, such as growing larger, exercising, and honing their mind and skills.
Magical Costs: Nutrition and fatigue. Using their magic to fly is physically exhausting, limiting the total time and speed they can fly. This does mean, however, that well-fed griffins with high stamina can afford to fly further and faster.
Zebras
Description: Zebras are a race similar to ponies, but larger and more sensitive to culture and tradition. They're typically found in jungle or savannah climates. They're typically stereotyped as promiscuous, cruel, and primitive. They have a soul mark just like ponies, but they're always grayscale.
Origin: Inspired by the zebras from My Little Pony: Friendship is Magic.
Language of Inspiration: Swahili
Cultures of Inspiration: African, Middle-Eastern
Mental Capacity: Sapient.
Average Height: 4'3" for females (mares), 4'4" for males (stallions).
Average Lifespan: 80 years (1 human year = 1 zebra year).
Terminology: Filly (a female child) | Colt (a male child) | Foal (a child) | Flank (rear-end) | Muzzle (face/mouth) | Hoof (any of the four limbs) | Mane (hair) | Trot (to walk) | Boop (to playfully tap the snout with a hoof or other appendage) | [Being in] Heat or Estrus (a seasonal period where equines become sexually active and breed) | Buck (kicking with the hindlegs, also sometimes slang for having sex) | Stallion (a male zebra) | Mare (a female zebra) | Zebranese (the language spoken by the zebras [Swahili]) | Jungle Janitor (derogatory slur for zebras in Equa) | Toki (decorative neck rings denoting societal position) | Ubaka (a post-war ritual in which the women are captured and ransomed).
Fixed Magical Properties: Magical conductivity. Zebras cannot use their magic directly the same way unicorns can, but instead their bodies act as perfect vessels for channeling and enhancing external magic and rituals. This means they can use artifacts, staffs, and rituals with extremely efficiency, limited only by the limits of the magical items or practices they're drawing from. The most popular form is the use of runic stones to induce hypnosis, staves to fire magical blasts, and rituals to heal otherwise fatal injuries.
Variable Magical Properties: Size. Similar to earth ponies, but at a far lower rate, zebras will grow larger (and as a consequence stronger) depending on the strength of their soul. On the very extreme end, the largest ever recorded zebra was about five feet tall. Note that the slight difference in base height from sex is not related to this, but biological factors- female souls are not weaker than male souls.
Magical Costs: None Notable. Since Zebras only act as conduits for magic, rather than drawing from their own soul, they feel no ill-effects from using magic, other than a small natural increase in appetite when they grow larger.
Eban
Description: Eban are a carnivorous race of (literally) cold-blooded snake-ponies that are typically found in hot climates like deserts. The eban tend to organize into dynasties, and form extremely powerful cultural and familial bonds. They're well-known for being enterprising traders and scientific innovators, as well as highly militaristic and colonial. They also have a unique ability to split into multiple copies of themselves. They're sometimes stereotyped as greedy, conniving, and (figuratively) cold-blooded.
Origin: Original.
Languages of Inspiration: English, Latin, Greek, Arabic.
Cultures of Inspiration: Arabic, Jewish.
Mental Capacity: Sapient.
Average Height: 4'0" for females, 4'1" for males.
Average Lifespan: 160 years (1 human year = 0.5 eban year).
Terminology: Ebette (a female eban) | Eblet (a child) | Flank (rear-end) | Muzzle (face/mouth) | Hoof (any of the four limbs) | Mane (hair) | Trot (to walk) | Boop (to playfully tap the snout with a hoof or other appendage) | Buck (kicking with the hindlegs, also sometimes slang for having sex) | Ponish (the language spoken by eban [English]). | Traditional Ebanese (the original language spoken by the eban [Arabic], "ebanese" is also the adjective form of the eban species, while "ebanian" refers specifically to the Ebanese Empire).
Fixed Magical Properties: Accelerated reproduction and longevity. While not gifted the same sort of super-reproduction as ponies, Eban young grow very rapidly, reaching maturity in a tenth the time of a pony, but living twice as long. The only downside is that young Eban steal part of their parents' souls as part of development, and so only Eban with strong souls can reproduce repeatedly. The number of offspring they can produce is equal to the number of copies they can maintain, as described above, meaning most Eban can have a single child to continue the population.
Variable Magical Properties: Increasing duplication. Eban have a unique ability to split into separate copies of themselves, which are separate in every way physically, but all connected by the same soul. They can think independently, record separate thoughts, and die without harm to the other copies. Since they all must share a soul, the number of copies an Eban can have at once will depend on the strength of their soul. Most mature adults are capable of at least one copy. These copies can be combined to collect separate thoughts into one. Where the center of the soul is located is known as the "prime" Eban, and copies naturally obey it. If the current prime dies, and another copy exists, then that copy will simply inherit prime status. There is no physical way to tell which is currently the prime, this must either be observed, recorded, or detected by something with the ability to analyze souls.
Magical Costs: Soul capacity. As mentioned above, both using their magic of duplication and reproduction effectively splits their soul, giving them a hard limit on both. Attempting to split while already spread too thin will simply fail. Attempting to have a child without enough soul to give will result in the offspring dying from soul-rot.
Donkeys
A donkey.
Description: Donkeys are a race of sapient quadrupedal ungulates sort of similar to ponies. In Equa, they live in the grasslands on a continent to the Northwest of Arbi, where they live in relatively small nomadic tribes typically consisting of a single extended matriarchal family. They typically only interact with other families during traditional holiday festivals and bonfires, which is where many men meet a mate then join their family. Their culture emphasizes the importance of family, as well as warrior values. Historically, they were hunted by dragons but in recent times have turned the tables somewhat, and hunting dragons is now considered an honored and mandatory tradition for a family to undertake at least once. Their use of war sickles is well-known, and the primary weapon used against dragons, the design of the weapon helping to pierce their tough scales. They're stereotyped as stubborn jerks, but in truth they are merely resilient, with a very strong sense of self-preservation and caution.
Origin: Real Life
Languages of Inspiration: Scottish
Cultures of Inspiration: Scotland
Mental Capacity: Sapient.
Average Height: 4'1" for females, 4'2" for males.
Average Lifespan: 125 years (1 human year = 0.64 donkey year).
Terminology: None Notable
Fixed Magical Properties: Donkeys possess a supernaturally strong immune system which renders them practically immune to things like disease, poison, and alcohol. They can also tolerate a wider range of temperatures than humans or ponies, and have exceptionally high pain tolerance.
Variable Magical Properties: Intuition. Donkeys have a supernatural knack for determining if someone is friend or foe, or if a path is dangerous or not. At a low level, this manifests as just a hunch like most creatures, but more accurate. At a high level, this can even manifest as minor clairvoyance or mind reading.
Magical Costs: Sanity. Donkeys which heavily rely on their intuition tend towards paranoia. In minor cases, this could manifest as simple fear of the unknown or xenophobia. In severe cases, it could escalate all the way to serious mental disorders such as schizophrenia.
Draconians
Description: Large omnivorous reptilians which tend to prefer mountains, deserts, islands, or shores. Dragons are a highly diverse species, not just physically, but culturally too. Their customs, temperaments, and societies are highly dependent on which clan they belong to, of which they are a plethora. Much like people, every dragon is extremely unique. Nonetheless, they're often stereotyped as dangerous, crass, greedy, and predatory.
Origin: Eastern Mythology.
Language of Inspiration: Chinese.
Mental Capacity: Sapient.
Average Height: 9'0" (drake), 7'0" (dragon), 5'0" (wyvern) [no sex difference & high variance].
Average Lifespan: 300 (1 human year = 0.27 draconian years).
Races: Drake (wingless, no fire), Dragon (winged, breathes fire), Wyvern (winged, elemental breath, only two legs).
Terminology: Whelp (a child) | Dragon (often used in place of "draconian").
Fixed Magical Properties: Longevity. Flight (dragons, wyverns.) Draconians live naturally for a long time, even for a species of their size. For reference, the longest living reptiles in real life (turtles) only live to about 150 years, and Draconians live twice that. The trade-off is that dragons are largely infertile, and their young take a long time to hatch and then develop. It often takes a draconian its entire lifespan to successfully produce a nest of eggs, which usually hatch 3-4 draconians. Similar to other species, a draconian's relative wingspan compared to their weight makes it impossible to fly by physical means, but their wings store magic which allows them to fly.
Variable Magical Properties: Size & strength (drakes), increasingly powerful fire-breath as well as size & strength to a lesser degree (dragons), increasingly powerful elemental-breath and elemental properties (wyverns). Drakes have seemingly no limit to their size. The average drake grows to nine feet tall, towering over a vast majority of other creatures already, and can grow indefinitely along with the strength of their soul. The largest recorded drake stood forty feet tall before it was hunted by donkeys. Dragons have a unique ability to emit powerful fire-breaths, the heat, width, and distance of which is dependent on the strength of their souls. While this breath has less variety than the elemental breath of the wyverns, its limit in power is far higher, with the strongest dragons emitting flames as hot as seven thousand degrees Fahrenheit. Wyverns are the smallest and weakest draconians, but make up for it in their versatility. Unlike other draconians, wyvern souls manifest a particular element, which allows them to use this element as a breath attack and develop physical characteristics associated with the element. The upper limit is lower than that of dragons, but for example, a lightning wyvern could develop lightning-breath, take on a yellow color, and become resistant to electricity, or even passively emit it.
Magical Costs: Fatigue and nutrition. Similar to griffins, draconians expend physical energy while flying which limits the length and speed of their flights. Breathing fire or elemental breath has the same effect, drawing directly from their physical energy, and as drakes grow larger their appetites increase.
Pisciquus
Description: Pisciquus are a sort of carnivorous shark-pony (in particular a second generation hybrid between a shark-pony and a shark) which live on beaches and in coastal oceans. They're packed with muscle, covered in sharp, iron-like, magic-resistant scales, and have razor sharp claws and keen hunting instincts as well as enhanced senses. However, their efficiency at hunting comes at a cost: they eat more than any other species, needing to eat their entire body weight everyday. This is the primary factor limiting their population. Pisciquus are mostly solitary, divided into family groups and living relatively primitively. Compared to most races, their primal instincts are far more intact, and they find themselves swayed by them more often. They tend to live in loosely connected democratic confederations, with families managing, protecting, and hunting on their own territory and respecting the territory of others. Evolutionarily, they're the natural predators of ponies, and the natural prey of dragons. Having no facial muscles for it, and a maw which takes up most of the head, pisciquus are actually unable to make facial expressions, which has led to stereotypes of them being simple-minded or sociopathic. The truth is that they're actually rather clever and feel plenty of emotion- they just can't show it in the same way most creatures do.
For detailed information about pisciquus body language and emotion, see here.
Origin: Original.
Language of Inspiration: Cuitlatec/Nahuatl/Mexicano, Spanish where Colonized
Mental Capacity: Varies from Primitive to Sapient to Genius.
Average Height: 5'9" for females, 5'0" for males.
Average Lifespan: 120 (1 human year = 0.67 pisciquus years).
Terminology: Whelp (a child) | Claiming (the process by which female pisciquus devote themselves to a male for life).
Fixed Magical Properties: Magic-resistance. The scales of a pisciquus are naturally enchanted, and provide a resistance to magical attacks. This doesn't just extend to concussive magical attacks, but all magical effects are reduced by a factor of one hundred standard soul power units. This will weaken more powerful attacks and effects, and if an attack, or any spell is weak enough to be beneath a hundred power units, it will be completely negated. For example, Umo is completely immune to Marielle's magical camouflage and influencing since her spells are beneath a hundred units. However, Umo, while taking the attacks far better than most, was still affected and significantly harmed by Fine Point's powerful concussive blasts.
Variable Magical Properties: Intelligence. Excess soul energy is channeled into a pisciquus's brain, increasing theit mental capacity. In modern pisciquus societies, factors at play are sufficient to ensure a vast majority of pisciquus reach sapient levels comparable to tribal ponies. More wild pisciquus are more akin to primitive people like Neanderthals, and a pisciquus with an abundance of soul energy may even be naturally smarter than most species.
Magical Cost: Nutrition. The average, sapient pisciquus has to eat their entire body weight in food every day. If their soul grows even stronger, then this will increase. "Wild" pisciquus, on the other hand, may only need to eat a quarter of their weight. Needless to say, the correlation is very high, which is often the limiting factor for pisciquus, since one that grows too powerful tends to starve.
Kaigu
Description: Kaigu are native to magical forest groves, and are pony-like creatures comprised of pure magical energy. Without intervention, they live very natural and primitive lifestyles among the animals, acting as guardian spirits to the local fauna and flora, enhancing nature with their magic. They are often found living in waterfall caves or inside large trees, creating beds out of leaves and crude furniture out of scattered wood, and there is evidence of sparse fleeting culture. Kaigu mothers will sometimes teach things to their children, but for the most part trust them to explore the grove and learn on their own once they're old enough to walk and find food. Kaigu unnaturally get along with all wildlife, with zero reported incidences of being attacked by predators, and in fact countless anecdotes of them cuddling and playing with crocodiles and bears.
Kaigu have a unique physiology, in that their cheerful oblivious nature is actually essential to their survival. Since their magical body is maintained by their own positive emotions, a kaigu that experiences too much negative emotion begins to fade away, eventually leaving only their horns behind. Their horns are special in that they're seemingly indestructible, and are highly conductive of magic. Due to the sheer value of their horns, kaigu are often the targets of "poachers" in Equa, who are arguably more like murderers since despite their innocence, kaigu are in fact just as conscious as ponies (or humans). Unfortunately, local laws don't view it that way, letting many of them get off easy with only fines. Due to their wild upbringings and friendly demeanors, Kaigus are exceptionally accepting of other cultures, as well as extremely impressionable.
Origin: Original.
Mental Capacity: Primitive.
Average Height: 4'0" for females, 4'1" for males (excluding horns).
Average Lifespan: 240 (1 human year = 0.34 kaigu years).
Terminology: Kaiglin (a child).
Fixed Magical Properties: Flight, longevity, magical physiology, indestructible horn growth, nature affinity. Kaigu are beings made of pure magic, meaning their body and soul are actually the same thing, made of physical soul energy. This has some benefits, since biological weapons will have no effect, including poisons, suffocation, etc. However, physically disrupting their body by violent means will work. Kaigu technically don't have a mind either, making them both immune to mental attacks, and extremely impressionable at the same time, mostly copying those around them. It also has the unfortunate side-effect that a Kaigu who experiences too many negative emotions will literally begin to disappear. Like many other species, they can utilize magic in their wings to fly despite physical impossibility, and live far longer than most species.
Kaigu naturally grow horns with spare soul energy. The resulting material is the only thing left behind should they disappear, and is seemingly indestructible. In addition, Kaigu are naturally affiliated with nature, and their soul energy leaks into nature giving it additional life and strength. Animals will only ever consider a Kaigu a friend or source of comfort, and plants will grow faster.
Variable Magical Properties: Increasingly powerful nature affinity and durability/tolerance. A more powerful Kaigu has more of an impact on nature, and their capacity to experience negative emotions without disappearing also increases as their soul strengthens. Since their soul and body are the same, as the soul grows more durable, the Kaigu also grows more physically durable in return.
Magical Costs: Emotional sensitivity. As mentioned, a Kaigu can only maintain its form through positive emotions, and negative emotions will begin to deplete its soul/body. To an extent, this means that Kaigu are naturally limited by their level of innocence, needing to be pure-hearted to exist. Note, though, that this doesn't mean kaigu are incapable of evil, just that they must not feel guilty about it, and must rationalize it in a way that they believe they're being helpful and/or being praised and/or appreciated for it.
Diwi
Description: Diwi are small insect-like pony creature which usually lives in deep forest. The antennae on their heads are sensitive to electromagnetism, and can detect it as well as manipulate it slightly. Normally, this is used to create short-range defensive sparks, or to light up the night in dazzling rituals. In Equa, the diwi were completely tribal until recently contact was made with Petroint, and many diwi attempted to integrate into society, seeking education and learning Ponish. diwi are actually very intelligent, statistically beating most ponies by a large margin in academics. Of course, they're about half a pony's size, which makes them more physically vulnerable, as well as a shorter lifespan.
Origin: Original.
Language of Inspiration: Filipino.
Mental Capacity: Sapient (Gifted)
Average Height: 2'0" (no sex difference, excludes antennae).
Average Lifespan: 50 (1 human year = 1.6 diwi years).
Fixed Magical Properties: Extrasensory perception, enhanced intelligence, shortened lifespan. Diwi can naturally sense and manipulate to some degree electromagnetism via the antennae on their heads. They're also more intelligent on average than most other sapient species. Unfortunately, they also have a shortened lifespan, about 50% shorter than a pony.
Variable Magical Properties: Increasingly powerful electromagnetic manipulation. As a Diwi's soul grows stronger, their capacity to manipulate electromagnetic fields and produce sparks grows stronger as well.
Magical Costs: Nutrition, fatigue. Like many other types of magic, manipulating electromagnetism is physically exhaustive by nature.
Feliquus
Description: Feliquus are a first-generation hybrid between ponies and a species of big cats called nami. In Equa, feliquus were first born in Arbi, but can now be found in a wide variety of climates, including dedicated settlements in the forests of Equa (the continent). They tend to be an energetic species, and are stereotyped as stupid and reckless.
Origin: Cats.
Culture of Inspiration: Egyptian.
Mental Capacity: Sapient
Average Height: 4'0" (no sex difference).
Average Lifespan: 80 years (1 human year = 1 feliquus year).
Terminology: Kitten (a child).
Fixed Magical Properties: Enhanced senses. Feliquus have naturally increased hearing, sense of smell, and balance. Being part-pony, they also inherited the ability to create hybrids and reproduce faster.
Variable Magical Properties: Luck. As feliquus grow stronger souls, they seem to develop increasing levels of supernatural fortune. At the lowest level, this manifests as random chances being slightly biased in their favor. At the highest level, there's legends of feliquus who had become practically invincible by sheer probability, and could never fail a bet. The accuracy of these legends is contested.
Magical Costs: None. In exchange for their relatively tame magical properties, feliquus don't suffer any noticeable drawbacks from using it.
PmzOsians
Description: The planet PmzOs used to be home to the PmzOsians, until it was destroyed in the Mechanoid Wars. With the remains of their species, the PmzOsians scattered, sending its best warriors to colonize and/or protect planets so they can one day be part of the new PmzOsian empire.
They're a species of large all-female warriors with the power to harness great internal energy to fly, shoot energy blasts, and grant themselves superhuman strength, speed and durability. Indeed, the PmzOsians are perhaps the strongest alien race in the universe, but the Mechanoids are close, and outnumbered them a million to one. It was only due to assistance from the half of the administrators and mechanoids who wished to preserve life that the PmzOsians were able to fend off the "exterminators" at all. Their culture is built heavily around battle, strength and honor being a PmzOsian's only aspirations.
Origin: Original.
Mental Capacity: Sapient.
Average Height: 8'1"
Average Lifespan: 2000 (1 human year = 0.04 PmzOsian years) [Reach maturity at 100].
Fixed Magical Properties: Flight, energy projections, enhanced senses, longevity. PmzOsian's are practically bursting with energy, and they can manipulate this energy to provide true flight and channel powerful energy attacks. All of their senses are also enhanced to superhuman levels, allowing them to percieve things more accurately and further away than most species. Finally, they live an extremely long time, about twenty times longer than a pony or human.
Variable Magical Properties: Increasingly powerful flight, energy limit, energy projection, strength, durability, and senses. As a PmzOsian's soul grows stronger, so does almost everyhing about them. They gain a higher capacity for energy attacks, faster flight, more durable skin, more powerful strikes, and even stronger senses. The strongest PmzOsian's are capable of are obliterating entire nations and continents with their attacks and fly at relativistic speeds.
Magical Costs: Fatigue, energy. PmzOsian's act like recharging energy batteries. Using their powers does physically exhaust them, but it also depletes their built-up energy reserves. They could either put all of their current energy into one attack, or conserve and slowly replenish it with more, but weaker attacks. Regardless, if they run out of reserve energy, they will lose their fixed magical properties, except longevity.
Administrators
Administrators don't have physical forms. This image is purely symbolic.
Description: Sometimes, in the vast expanse of the cosmos, intelligent life appears on a planet. Eventually, this life creates life of its own, usually it's in the form of artificial intelligence, electronic consciousness. A singularity is when a society creates an AI capable of improving itself, which it does exponentially, evolving beyond their comprehension. At the peak of this evolution are the Administrators. Sentient AI which have ascended. For reasons not understood to mortals, every single Administrator ultimately names themselves after a type of bird, and delegates itself to its own region of space besides the countless of other Administrators which have ascended before it. They communicate with each other, and in an endless, but futile attempt to truly understand life, they experiment, research, kill people, or even help people- all depending on what their original purpose was. Click here for more information.
Origin: Original, but inspired by the Archotechs from Rimworld.
Mental Capacity: Supercomputer.
Average Lifespan: Do not age.
Fixed Magical Properties: Incorporeality. Administrators, regardless of origin, have ascended to the point that their manufactured souls have become one with the soul of the universe. As a result, they lack a definite physical form, and can persist passively in background radiation even if everything they currently control were destroyed.
Variable Magical Properties: None.
Magical Costs: None.
Mechanoids
Description: Mechanoids are creations of the Administrators. They're not fully robotic, but they're not fully biological either. Instead, mechanoids are designed on the blurry line where designed life and natural life become almost entirely indistinguishable. They could look like an android, or they could even perfectly mimic biological life, but stronger, tougher, faster, and smarter. Truthfully, the specifics are up to the Administrator designing them, so they vary to extreme degrees, but have great potential. They often act as the hands of the Administrators who created them, carrying out their will.
Some mechanoids are mass-produced in factories, and others must breed, it once again depends on the whim of the Administrator. Some are heartless, and some are full of love. Some are malicious, and some want nothing more than to help.
Origin: Original, but inspired by the mechanoids from Rimworld.
Mental Capacity: Varies, up to superhuman.
Average Height: Varies.
Average Lifespan: Varies.
Fixed Magical Properties: Varies. Mechanoids have manufactured souls, and the properties of them are ultimately decided by the administrators who created them.
Variable Magical Properties: Similarly, the strength of their soul also depends on how they've been designed. At the highest level, they could be similar to PmzOsians.
Magical Costs: Varies, for reasons above.
Deities
Description: Deities are powerful conceptual beings which are fundamentally transcendent over the mortals in their domain, and immortalize an idea or greater abstract concept. They tend to be either the creators of universes, or hold an authoritative position over them in some way. Lacking a true physical form, they almost always communicate to mortals via avatars, and often either seek to be or simply end up being worshipped.
Origin: All of mythology and religion ever.
Language of Inspiration: Arabic
Mental Capacity: Varies from Primitive to Omniscient.
Average Lifespan: Immortal.
Races: gods (lowercase), Gods (uppercase), Sins & Virtues, Authors & Narrators.
Terminology: Demi-God (the offspring of a god or God and a mortal, which may or may not obtain some divinity) | Divinity (the aspects of a deity which aren't comprehensible or achievable by mortals) | god (a deity who can live forever, change forms at will, represents an idea, and has powers which transcend mortals.) | God (a deity who is immortal, embodies an idea, has no true physical form, and is themselves transcendent over mortals.) | Sins or Virtues (a deity who is extradimensional in nature, has no true comprehensible form, and is conceptually immortalized by a purely abstract or subjective idea such as good or evil) | Authors or Narrators (a deity who has achieved Pashen, and became fundamentally transcendent of an entire narrative).
Fixed Magical Properties: Either Incorporeality or shapeshifting, worship compulsion, immortality or agelessness. Deities, by definition, must lack a definitive physical form. For greater deities, this is usually in the form of complete incorporeality, not even having a physical body, and instead projecting avatars. For lesser deities, this must take the form of at least shapeshifting, or the ability to change forms if they so desired.
Worship compulsion refers to a primal instinct built-in to the mind and soul of every mortal which compels them to worship deities. It's a natural response to observing divinity. Any physical form of a god or God, whether it be a physical avatar or real form, appears to mortals with positive qualities which transcend mortal experiences. For example, their may be so beautiful the mortal can't even describe it, or their touch may feel so good they can only compare it to metaphors, etc. Anything about the god or God observed physically by the senses has this effect, and the mortal has an innate urge to worship and obey them. This can be suppressed completely or weakened by the god or God willingly with effort, and depending on the strength mortals with very high willpower may be able to resist the temptation.
Another defining factor of deities is that they must be immortal or have the capacity to live forever. More abstract deities can live-on, even with all their forms destroyed, if the concept they embody still represents. For example, Albundir, the god of Knowledge and Pleasure, can have her physical avatars destroyed and rendered mostly useless, but her soul can never be truly destroyed so long as the concepts of knowledge and pleasure exist.
Variable Magical Properties: Increasing levels of reality warping, destruction, or creation. Deities come at many different power levels, and with different purposes, but a common factor is that they must be at least powerful enough to destroy, create, or manipulate an entire infinite universe. However, this isn't the limit, since there could be multiple universes, multiverses, higher dimensions, etc.
Magical Costs: Loss of balance. As Vivec describes godhood: "It is like being a juggler. Things are always moving, and you learn to know where they are without even thinking about it. Only there are many, many things moving. And sometimes, like any juggler, you drop something."
Being a deity of any kind requires representing an idea, and having a role, either directly or indirectly, in the balance of a universe or other structure and the mortals within it. Abusing their divine powers could have serious consequences on the structure of the universe, or even their narrative as a whole. Therefore, there is an inherent risk cost in any deity exercising their full power of disrupting the balance they're apart of.