Ideogenic species are species that originate from the idea magic of one or more Edeia. Typically, ideogenic species are transformed beings or beings that otherwise use existing souls, rather than creating new ones.
While the designations of species can be somewhat ambiguous, here are a few points of consideration:
They should have distinct, consistent characteristics. Broader categories, such as the blighted, are not considered species (though specific blighted are), though they may still be listed here if they consist of ideogenic species.
Most have a way of creating new members without the direct influence of the Edeia, whether through environmental exposure, infection, propagation, or other means. However, it is unusual for them to be able to reproduce via direct creation of new life.
If you have finished a Conceptualization (peer-reviewed or reviewed by Auspice) for your Edeia, you can propose an ideogenic species or category of ideogenic species originating from your own Edeia to be listed in the Community Ideogenic Species sheet (see the bottom of this page). You may also submit if Auspice allows it directly. Please use this form and/or consult with Auspice if you are interested.
You can see some guidelines for developing ideogenic species here.
Direct: new members are created through the direct influence of the original Edeia.
Environmental: new members are created through exposure to a certain environment.
Conditional: new members are created when they meet certain conditions.
Infection: new members are created through infection by other members or other infectious agents.
Reproduction: new members are created through being born from existing members of the species.
Separate genesis routes are separated by commas, while combined genesis routes (all elements must be achieved) are separated by dashes.
Embodiment: a manifestation of magical characteristics including abilities, behavior, and appearance (included shifted forms) that do not permanently change biology but are distinct enough to be classified as a species.
Transmutation: transformation of physical and/or biological characteristics.
Reconstitution: complete reconstitution of the physical form and/or metaphysical characteristics of existence. The original body may be left behind or not.
Evolution: the form is created but evolves into a distinct individual with a soul under certain conditions.
Open: Anyone can create members of the ideogenic species. These species can be considered "open species" and "public lore," and can be created and used freely without permission.
Ask: You must ask the creator of the ideogenic species to create one. These species can usually be considered "semi-open species" and "personal lore," and the owner should be asked before creating any characters or using the lore for their own stories.
For co-owned species, ask permissions can be Ask Both/All if permission is needed from all owners, Ask [owner username] if "permission power" is ceded to just one owner, or Ask Either/Any if permission is only needed from one.
Those that die near or within the physical space a Sanctuary occupies, or those whose bodies are brought to a Sanctuary not long after their death, may be given a chance to return as a spirit creature referred to as a Sanctial.
Sanctials can only form from individuals who die in or near a Sanctuary, or have their remains and lingering soul brought to one. For the latter case, the conditions for whether or not a soul lingers vary—typically, the more unexpected the death, and the more unfinished business they feel they have, the longer the soul lingers. If the soul has departed, Sanctification (the process of becoming a Sanctial) cannot occur.
Sanctification is not guaranteed for those who die within a Sanctuary. If they pass peacefully with no lingering desires or unfinished business, they can move on without issue.
The Sanctification may occur immediately after death or after a delay. When it does, a pale energy will emerge from the remains and take the form of a spirit. The remains will be left behind, and are often buried in the Sanctuary.
Sanctials will typically take the appearance of animals, though not necessarily a specific species. Different characteristics may be combined—for example, a wolf with antlers. They must have the following design elements:
Light: a pale glowing color, typically yellowish or bluish but any pale hue is possible.
Negative space: a dark color with a gradient of a slightly lighter color at the bottom, speckled with stars. This negative space does not have any shading, appearing like a window to a night sky.
Branches: branches made of pale gold. The gold can vary slightly in hue and shade. The branches have veins of the negative space color.
Orb: a small floating orb of white light, usually near their head.
Their eyes do not have irises or pupils, but can be their light color or negative space color, whichever contrasts with their face.
They might have other characteristics such as glowing vines and flowers made of their light color and/or negative space color.
Conditional Immortality: Sanctials can live forever within a Sanctuary, but have limited time outside of one. Some live out their days in peace, and some go on a last journey through the world for one purpose or another.
Minor Shapeshifting: they can alter their form to some extent, and they can disguise as a mundane version of their spirit form.
Telepathy and Linguistic Acquisition: Sanctials can communicate telepathically, including conveyance of language, images, and meaning. Through communication of "meaning," they can interact with any sentient being even if they do not speak the same language. Some are able to learn languages from those they connect to even if they were animals before death.
Sanctuary Traversal: Sanctials can easily travel from one Sanctuary to another and freely teleport to any location within one. The first time visiting a new Sanctuary, they must traverse through magical paths similar to ley lines (which might involve walking to a certain area of a Sanctuary and entering the magical flow), but after a visit, they can freely teleport to any Sanctuary they have visited.
Spirit Presence: As spirits, they can alter their visibility, tangibility, and whether or not they levitate or interact with gravity. They do not require any sustenance.
Many Sanctials remain indefinitely in the Sanctuary they were Sanctified in. Some find a new purpose, such as providing counseling and support to those who come to the Sanctuary or bringing those nearby into the Sanctuary. Some might choose to act as messengers or diplomats between societies that reside in Sanctuaries, with their ability to easily travel to other Sanctuaries.
Some Sanctials eventually chose to embark on their final journeys, giving up their immortal life as a spirit to fulfill some purpose before fading from existence. Or, perhaps they were ready to let go of their current life and enter the reincarnation cycle to start anew.
You may freely create Sanctials as you wish. Please update the Sanctial tab on the Ideogenic Species spreadsheet or send a request to do so in the #questions-suggestions-feedback channel of the Discord.
If you like, Auspice can design a Sanctial for you as a notion-type design.
25 USD base price: notion design in Inka style
35 USD base price: notion design in Flint style
Please use this form:
Name:
Gender:
Pronouns:
Inspiration: (optional; song, vibe, or non-character image, following notion Edeia base spec rules)
Animal Inspiration: (typically real animals; fictional and/or complex creatures may require additional fees.)
Light Color: (1 color only; typically, lighter and darker shades may be added as gradients or markings)
Negative Space Color: (can specify one color or a gradient of a dark color and a slightly lighter color)
Extra Specs: (optional, for fees; can add horns, spines, markings, additional colors, specify no markings, specify teeth color, etc.)
For custom designs, refer to Auspice's general design commissions.
Malums are those who achieve strong synchronization with and mastery over a Malicious Manifestation granted by Malice.
An individual given a Malicious Manifestation can be referred to as a host. Those who achieve the Malum transformation are referred to as Malums, whether they are transformed or not. When they are not fused, Malums are in their base form; when fused, Malums are in their Malum form.
Different subspecies arise when Malice's magic combines with those of other Edeia.
The Sylve life cycle.
Yin, one of the first Sylves.
Sylves are beings that have undergone renewal by Sylnae's power, and henceforth exist in a state of cyclical immortality—living, dying, and being reborn once more from the fruit of a tree or other plant that grows where they died.
For their history, see the History section of the Arbor of Renewal.
Sylves begin as a Sylve tree or plant that has grown from where a creature has died. The creature does not need to be biological, but it needs to have a soul and be able to "die."
A Sylve tree has a similar appearance to Sylnae's body, having glowing teal markings and leaves on the wood. The time it takes for a Sylve tree to bear fruit can range from days to centuries, depending on their will to return to life. If they no longer wish to undergo renewal, then when they become a tree/plant, they will not bear fruit. The fruits may have different forms—soft exterior, hard exterior, smooth, rough, and so on. Regardless, they will eventually fall from the tree, and the fruit will split open to reveal the Sylve in the form of a young child covered in sap, capable of walking, talking, and various basic skills, but without any episodic memories.
Sylves grow rapidly until adulthood, after which they age very slowly—their lifespan tends to double or triple from their original, and after they die, they will turn into another Sylve tree that bears them once more.
With each renewal, a Sylve may or may not remember their past life. Generally, as they age, they remember the memories they had at that age. They can meditate to accelerate this process. If, at their core, they wished to cast off their old memories and life while they were a Sylve tree/plant, then they will be born without the capability of remembering their old memories. Instead, the Sylve tree/plant will bear smaller fruit in addition to the primary one that rebirths them; the smaller fruits, if consumed by that individual, will return the ability to regain their old memories. If consumed by anyone else, they will either pass out and dream glimpses of the individual's memories, or experience waking hallucinations that offer glimpses into the past life (or lives). If the original Sylve consumes their fruit, the rest will wither and fade. A Sylve can instinctively recognize their Sylve tree/plant(s).
Generally, a Sylve's soul is their original soul, taken out of the normal cycle through the ethereal plane. Sylnae's renewal has the capability of pulling back the souls of the dead, though it is most effective for the recently dead. If the original soul has dispersed or reincarnated, the metaphysical echo of memory is used as a "frame" and ethereal essence is gathered over time. These renewals take the longest, potentially centuries.
The body of a Sylve will resemble their original species, though they tend to gain characteristics such as glowing teal eyes, markings, and growths of branches on their body. They tend to, but not always, have a graceful appearance in a way that might make others refer to them as elves. They have a minor ability to shapeshift, which includes the ability to disguise themselves in a mundane form. They can live off water and photosynthesis, but are still capable of eating.
A majority of Sylves live in the Arbor of Renewal, the forest that Sylnae made at the site of a disastrous final battle in a war.
All Sylves are connected to Sylnae; Sylnae can sense when they die and renew.
Cyclical Immortality: They can die, but will always be able to be reborn if they wish it.
Regeneration: They are able to regenerate injuries and loss of limbs in seconds to minutes.
Sustainment: They do not need any sustenance to live, but need water and either sunlight or sugar to maintain energy. Sleep is not needed, but pleasant.
Minor Revitalization: A passive aura that induces improved health, energy, and vitality.
Please ask Auspice if you would like to create a Sylve character; you can directly DM them or ask in the #questions-suggestions-feedback channel of the Discord. They will ask about your character concept and potentially discuss somewhat; if they are satisfied, you may create and discuss your Sylve character freely. In general, these details would be helpful:
Origin: era/time, species, context
Death: cause, context, time, etc.
If you like, Auspice can design a Sylve for you as a custom, notion-type, or semi-custom type design.
For semi-customs of non-human/oid Sylves and customs, see Auspice's general design commission info.
For notion-type and semi-custom type commissions for human/oid Sylves, you can repurpose the Humanoid/Humanlike design commission form.
If you have permission, you can also design your own.
Koshintai are "kami" created by Kami's magic that have existed for a long enough time and a strong enough will develop their own souls.
Please note that Kami keeps the mechanics of their magic a secret, so as to minimize disturbance to the existences of their belief-driven kami.
Kami's primary ability allows them to create new kami through a complex magical process. They can "seed" objects, locations, or phenomena (referred to as shintai, 神体; "body of the kami") with their magic. As sapient beings develop beliefs, emotions, and cultural practices around these seeded shintai, these magic seeds develop into Mitama (御魂, honorable soul/spirits)—proto-kami that exist as rudimentary magical programs, though without any form beyond their source shintai. If people believe worship will grant kindness and care, then respectful worship might lead to positive boons. If people believe disrespect and harm to the shintai (e.g. littering in a sacred area) may bring wrath, then misfortune may befall the disrespectful. The stronger and/or more widespread the belief of the Mitama is, the stronger and more aware they become.
When sufficient belief accumulates and meets certain requirements (understanding of identity, balance of gentle and wrathful aspects, clear sense of duty), Mitama can manifest as Shinrei (神霊, divine spirits), which can be considered as proper kami—magical constructs with a degree of agency and emotions shaped by the beliefs that formed them. These kami fulfill their perceived roles, offering boons to respectful worshippers and punishment to those who transgress.
Over time, particularly powerful or long-lived kami can naturally accumulate enough ethereal essence to develop their own souls, gaining true free will and the ability to evolve beyond their original parameters. These ancient, souled kami—sometimes called Koshintai (古神体, ancient divine forms)—can choose to fulfill their duties, expand beyond them, or abandon them entirely to wander as independent beings. However, if belief in them fades, their power diminishes accordingly.
Kami can also seed conscious beings directly, though this process differs significantly from seeding inanimate entities. When a conscious being is seeded, they do not become kami themselves but instead gain a form of belief-driven divinity. If people begin to believe in their divine or kami nature and they fulfill certain duties or roles that align with kami-hood, they may start manifesting supernatural abilities. Should these seeded beings die while maintaining their divine status, they can persist as Koshintai-like beings rather than passing on normally.
This process cannot affect Edeia. Other beings with strongly established magical natures may also prove difficult or impossible to seed.
Koshintai exist through an evolution of multiple stages, explained below.
Proto-Kami
Mitama exist purely as magical programs without any physical form beyond their source shintai. They possess rudimentary awareness but lack true consciousness or agency. Their responses are automatic—blessing respectful worship and punishing transgressions based entirely on the beliefs that shaped them. Mitama cannot communicate, appear independently, or act beyond their programmed parameters. Their strength depends directly on the intensity and consistency of belief directed toward their source shintai. If they are forgotten or if their shintai is destroyed, they return to their seed state.
Cultural note: Mitama is a term used in Shinto that can refer to the spirit of a kami.
Manifested Kami
Shinrei can manifest when the belief and culture surrounding a particular shintai reaches a level of sophistication, strength and/or reach (can be widespread belief or very strong and devoted belief of a single person), with the following elements:
an understanding of the kami's identity.
conceptualization of both gentle and wrathful aspects.
a clear sense of the kami's duty and their place as part of nature.
These kami will gain a form of "programmed" consciousness in addition to manifesting a physical form composed of magical energy. These forms are shaped by the cultural beliefs and expectations that created them—a kami born from tree worship might appear as a dryad-like figure, while one formed around ancestral reverence could manifest as an idealized version of the deceased person. Shinrei possess agency and can experience emotions (gratitude, anger, joy, wrath) but remain bound to their fundamental purpose and duties. They can communicate, appear to worshippers, be invisible or selectively visible (e.g. to the faithful), and actively choose how to respond to different situations, though their actions are still heavily influenced by their originating beliefs. Their abilities can range greatly, strongly dependent on the beliefs surrounding them, so long as they align with the "formula" needed to form a kami—that is, they cannot have solely nurturing or solely destructive abilities, always having both.
They can alter their appearance slightly and change their size (with their maximum size corresponding to their power) but cannot completely change their form.
The weaker the beliefs surrounding them, the closer they are to being forgotten, the weaker their abilities; they may also lose the ability to be visible to mortals, which can contribute to their disappearance from culture. If they are forgotten, Shinrei will vanish, returning to the seed state that could form a Mitama in the future. They can persist if their shintai is destroyed, but it will weaken them unless a new shintai is prepared for them.
Ancient Souled Kami
After developing their own souls through accumulated ethereal essence, Koshintai gain true free will and complete shapeshifting abilities. They can choose any form they wish, abandon their original duties entirely, or expand far beyond their initial parameters. Their types of abilities can evolve based on their own will, but their level of power remains tied to belief—if forgotten, they shrink to palm-sized forms invisible to non-magical beings with greatly reduced abilities, though they retain their consciousness and souls. Koshintai can survive the complete loss of belief and total destruction of their shintai, unlike their earlier stages. At this point, their magic is independent from their original shintai; their powers only rely on the beliefs surrounding them.
Ancestral spirits can develop through two distinct paths. If Kami seeds the remains, memories, or spiritual remnants of a deceased person whose soul has already moved on, the resulting kami develops as an "echo"—a construct formed by how the person exists in the memories and beliefs of others. Alternatively, if Kami imbues a location or object connected to someone whose soul has chosen to linger (due to unfinished business or strong attachments), and that lingering soul is compatible with the seeding, it may gain the power to manifest as an ancestral spirit kami with their original personality and memories intact. These soul-based ancestral spirits begin with free will but still depend on belief for their manifestation strength and abilities.
While there are still few Koshintai designs, these guidelines are more flexible. Feel free to ask any questions regarding potential designs.
Koshintai can shapeshift freely, but have a "default" appearance (referred to as their base form) that can be animal-like or humanlike.
Base forms are the forms they are most comfortable in; it is the form they return to when they do not maintain focus on a different form.
All Koshintai base forms have an "essence"—a glowing white floating element that might be a halo, flame, orb, etc. Multiple are possible, and glowing elements can also be on the Koshintai's body.
White is the predominant color of Koshintai. Gold is typically present, and other highlight colors are possible, red being fairly common.
Some Koshintai have both a humanlike and an animal-like base form.
Base form sizes are not necessarily their maximum size. Some prefer to remain small.
Humanlike Koshintai Base Form
Wear primarily white robes resembling traditional Japanese clothing. Gold and other highlight colors may be present.
Wear white paper masks of any shape. Eyes are always concealed, but mouth and nose can show.
White hair.
Pale, desaturated, or gray/achromatic skin.
Must have elements of an animal or nature (typically plants or rocks). Nature elements can be on accessories so long as the accessory is always present.
Animal-Like Koshintai Base Form
Primarily white in color. Gold and other highlight colors may be present.
Typically more abstracted than real animals—though leaning towards realistic animals is also possible. Combining elements of multiple animals is allowed within reason, but purely fictional creatures are not.
Must have some elements of nature, typically plants or rocks.
The nature and power of the abilities of Koshintai vary greatly depending on the beliefs surrounding them, though their universal abilities include:
Shapeshifting: they can freely change their appearance, though their maximum comfortable size depends on the strength of belief in them.
Selective Invisibility: they can make themselves invisible to mundane individuals, whether overall or only appearing to specific individuals or under certain conditions.
Immortality: so long as belief in them persists, they will not cease to exist. Koshintai can persist even without belief.
Limited Teleportation: they can always teleport to their shintai or its mirror in Kami's Abstraction. They can also teleport to those who have strong beliefs in them or areas they are very familiar with.
Distributed Awareness and Presence: they are aware of all those who have belief in them and are able to process all the information without issue. Some can appear in multiple places at once.
Please ask Auspice if you would like to create a Koshintai character; you can directly DM them or ask in the #questions-suggestions-feedback channel of the Discord. They will ask about your character concept and potentially discuss somewhat; if they are satisfied, you may create and discuss your Koshintai character freely. Please use this form:
Name:
Pronouns:
Story Concepts: (approximate year(s), original shintai, original purpose/beliefs that made them and what abilities that entailed, story ideas, etc. can be bullet points so long as the gist is there)
If you like, Auspice can design a Koshintai for you as a custom, notion-type, or semi-custom type design.
For semi-customs of non-human/oid Koshintai and customs, see Auspice's general design commission info.
For notion-type and semi-custom type commissions for human/oid Koshintai, you can repurpose the Humanoid/Humanlike design commission form.
If you have permission, you can also design your own.
Concepts of Cyrols with shading.
Concepts of Cyrols in flat color.
Cryols are beings who have progressed through all major stages of Algis's cryosis, their bodies having transformed into magical ice that does not melt. Many exist in indefinite stasis in the Alcove, a domain in the far North merged with Algis's Abstraction.
Any who seek the peaceful stillness of a place eternally frozen are welcomed to the Alcove. They may seek out the Alcove on their own or be offered an invitation by Algis or any who once dwelled there, including other Cryols. Once one enters the Alcove, they begin to experience a phenomenon referred to as cryosis through exposure to Algis's magic. This proceeds through a few stages:
Freezing of physiology — after ~1 year. Those Algis accepts as residents no longer age, have no need to eat or sleep, and do not produce any waste. They do not tire, even if they stand unmoving for days.
Freezing of form — over 2-10 years. Their body temperatures slowly dip, eventually reaching freezing temperatures. Their complexions become pale, and their eyes often have pale slivers of ice that shimmer in the light.
Glaciation of experience — dependent on the individual. If they become comfortable with that stillness, and their thoughts and concerns start to glaciate, then time will start to slip away from them. They stop moving for minutes, then hours, then days, then weeks at a time and more.
Stasis — 5-10+ years after glaciation begins. The final stage of cryosis. The individual stops moving indefinitely, their thoughts stilling to timeless eternity and their body becoming magical ice. Their eyes may be open or closed, and they still are able to experience senses, but it is almost like a state of deep meditation—all concerns fall away in the face of the absolute peace of stasis. Reaching this state may take a year for some, and decades for others; some do not reach this state at all.
Some may experience thawing, where they may choose to retreat from stasis or perhaps form a connection with a visitor or another resident who has not reached the stage of stasis.
Those who reach the stasis stage, including those who thaw, are referred to as Cryols.
Cryol bodies are permanently composed of magical ice that does not melt, even if they thaw and leave the Alcove. The ice may appear glassy, frosted, or any other appearance ice can take. They may be opaque, transparent, or translucent; some may have parts or all of their internal skeleton visible, while others can appear completely like glass as if nothing were within them. Their colors often range in whites and blues, though some other colors could be included. Some form icy clothes out of their magic, while others may wear actual clothes.
Many Cryols develop claws, horns, spikes, and other similar structures made of ice. These can be consistent or dynamic, and tend to manifest more prominently for older Cryols.
Though many Cryols tend to retain the structure of their internal anatomy to a fair extent, their organs are non-functional. Instead, their life force has crystallized and condensed into an ice core, which is typically where their heart is. The ice core is significantly more resilient compared to their body, and so long as it remains intact, they are immortal and can regenerate from it. The ice core often glows with the color of their soul at will or at moments of intense emotion, though they can hide the glow if they prefer. The same color can also shine from their eyes; if their eyes aren't shining, they take on desaturated, icy colors.
Due to the freezing of their biological characteristics, they cannot biologically reproduce.
Freezing Magic: Cryols have a degree of freezing magic, which can be powerful but is limited compared to Algis. This includes but is not limited to:
Physical matter, allowing them to induce any real-life phenomenon related to ice and freezing.
Aging, allowing for temporarily stopping the passage of time on living beings.
Memories, potentially creating ice crystals that preserve specific memories for preservation or remembrance.
Emotions, crystallizing feelings that can be experienced by touching the crystal.
Time, though in limited areas and limited effects.
Regeneration: They are able to regenerate injuries and loss of limbs through regrowth of their ice body. With active effort, they can recover in seconds, though they will also regenerate naturally over a few days.
Sustainment: They do not age, have no need to eat or sleep (but can if they wish), and do not produce any waste. They do not tire, even if they stand unmoving for days.
Shapeshifting: They can shapeshift in minor and permanent ways (such as changing their height, body type, gender presentation, etc.) or major and temporary ways (such as manifesting wings, extra limbs, transforming into a creature-like or abstract form, etc.).
Levitation: Some older Cryols are able to levitate.
Please ask Auspice if you would like to create a Cryol character; you can directly DM them or ask in the #questions-suggestions-feedback channel of the Discord. They will ask about your character concept and potentially discuss somewhat; if they are satisfied, you may create and discuss your Cryol character freely. In general, these details would be helpful:
Origin: era/time, species, context
Entry into the Alcove: reasons and motivations for seeking the stillness, how they came to know about the Alcove, why they chose to stay, etc.
If you like, Auspice can design a Cryol for you as a custom, notion-type, or semi-custom type design.
For semi-customs of non-human/oid Cryols and customs, see Auspice's general design commission info.
For notion-type and semi-custom type commissions for human/oid Cryols, you can repurpose the Humanoid/Humanlike design commission form.
If you have permission, you can also design your own.
Content Warnings: death, drowning
Mersians, sometimes referred to as "the Drowned" or "Mers" by themselves and some others, are an ideogenic species created by Roscha. They resemble merfolk, having a fish-like tail, and are bound to the waters, melting into water if they spend too long away. A Mersian is immortal, but can choose to dissolve into the sea at any time to return their essence to Roscha and end their life.
Etymology: from mersus, past participle of mergere, "to plunge, immerse, drown."
For the most part, the creation of a Mersian begins with death. An individual with sufficient cognitive and metaphysical complexity, such as a human or highly intelligent marine creature, must drown in waters that Roscha knows. Alternatively, they need to have a considerable amount of water that Roscha knows within them and also be in a vulnerable state (near death, comatose, etc.). Then, if Roscha wishes, she can use her magic to transform the body and rebind the soul, creating a Mersian.
This process can occur over seconds to minutes, and involves the body dissolving into magic that has the appearance of water (even underwater, like Roscha's body) before skin, armor, and other characteristics develop.
Roscha's way of choosing is very arbitrary. She cares not for the individual's morality or desire to live—the recipient of her "gift" is simply who she chooses, with no partiality, no particular reason. Typically, she creates a Mersian every few years. As such, their numbers are relatively few—only around 1500-2500 Mersians have ever existed over the four and a half thousand or so years Roscha has been creating them.
Another possibility is for a Mersian to give their essence to an individual who has drowned. Their life as a Mersian will end and they will dissolve into the sea, while the one they gave their essence to will become a new Mersian. Rarely, a Mersian survives the transference, though they will be weakened and lethargic for months.
A Mersian is immortal, but can choose to dissolve into the sea at any time to return their essence to Roscha and end their life.
The body of a Mersian is entirely composed of magic, though it resembles physical matter. As such, their appearances can vary greatly between each other but also for the same individual via shapeshifting. However, there are certain required elements of their appearance:
Aqua, the term Mersians use to refer to parts that appear like water, even underwater. Typically, their tail is composed of Aqua. The Aqua can be tinted with colors, and be dark or light. It should at least have a glassy quality, but can be opaque or transparent.
Shell, referring to structures formed out of a calcium shell-like material, though its properties can vary. The shell often forms armor plates, spikes, fin-like crests, claws, as well as soft, flexible structures such as hair, ribbons, antennae, etc. The shell can have any color, pattern, and texture (e.g. metallic, pearlescent, glossy, matte) but just be opaque. A "newborn" Mersian will have a pure white shell. They can then alter the appearance based on their own personal expression.
If they have teeth and fingers, they should have sharp teeth and claws.
Optional elements include:
Skin. They can have skin that transitions smoothly or suddenly to their aqua, and it can be any color.
Luminescence. They can have glowing eyes, markings on their skin and shell, structures or shapes in their aqua, etc. This is typically one color or a narrow range of colors, but some can have a variety of colors.
Bones. Some Mersians may appear to have bone structures that are visible in their Aqua, such as a ribcage or fish bones in their tail. The actual material can be differently-colored Aqua or shell.
Eyes, if present, typically have unusual pupil shapes, such as horizontal bars or "w" shapes like a cuttlefish, but they can have any shapes for their pupils, iris, etc.
Mersians can shapeshift, but typically have a "base form" they are most comfortable in. Typically, this form resembles their original species in shape save for the replacement of legs/hindlegs with a fish-like tail composed of Aqua.
Notably, at least 30% of a Mersian's body must remain immersed in water. The exact timing varies depending on the individual, but Mersians will melt into water after being out of the water for ten minutes to an hour. Their awareness ceases in this state, but after their water flows to something in contact with the sea or a large body of water, they will re-form in that large body of water. It can take several hours for them to re-form and awaken.
Their mind and personality remain intact and their own, but they may find that they no longer have psychological needs or desires originally associated with biology, including a need for social interaction, physical contact, comfort, and other pleasures. They can still enjoy these things and have their own wants—they simply lack an underlying biological drive for it. As such, many Mersians are comfortable with extended isolation, solitude, and even sensory deprivation.
Immortality: Mersians do not age, and cannot be truly harmed by any physical means as their bodies are composed of magic. However, they can be killed by magic or by giving up their essence.
Sustainment: Mersians do not require any food or sleep. However, if they are tired from using their abilities, they may choose to sleep.
Shapeshifting: Mersians can freely change the shapes, colors, and size of their appearance, but they cannot fully hide their Aqua or hard shell. The more the form differs from their base form, the more uncomfortable it is for them.
Teleportation: Mersians can teleport to anywhere that is in contact with the body of water they are currently in. Connections can include streams, rivers, groundwater, etc. However, teleportation must either be line of sight or to a place they have been to before as a Mersian.
Telepathy: Mersians can communicate telepathically with any other Mersian they have had physical contact with. They can block communication if they wish, or put up mental barriers such that they know if someone is trying to contact them but will only receive the communication if they accept.
Fabrication: Mersians can grow their shell into various shapes before breaking them off to use as tools or materials for clothing, housing, etc. Fabricating an excessive amount will leave them tired, however.
Water manipulation: Mersians can manipulate water, using it to move and lift objects, create currents, carve out caves, and more. While underwater, this looks like an invisible force. They can manipulate water to create shapes out of a water surface, but if they are out of the water, this ability becomes drastically weakened.
In the early millennia of their existence, Mersians wandered alone in the waters of the world, sometimes for decades. Some attempted to interact with surface civilizations, but given their inability to be apart from water for too long, and lack of any strong drive to maintain connections, many of them remained in the waters. Eventually, Roschani (see Locations) formed as their civilization, and the vast majority consider themselves part of it, even if they wander independently or live away from the central areas, such as Avathir. Some may form villages or more complex settlements in large or deep lakes, such as Lake Superior or Lake Baikal. Some consider themselves entirely independent as well.
Please ask Auspice if you would like to create a Mersian character; you can directly DM them, ask in the #questions-suggestions-feedback channel of the Discord, or ask in their community lore forum. They will ask about your character concept and potentially discuss somewhat; if they are satisfied, you may create and discuss your Mersian character freely. In general, these details would be helpful:
Origin: era/time, species, context
Death: context, time, etc.
If you like, Auspice can design a Mersian for you as a custom, notion-type, or semi-custom type design.
For semi-customs of non-human/oid Mersians and customs, see Auspice's general design commission info.
For human/oid Mersians, you can use the form below. Base price is 65 USD.
Name:
Pronouns:
Inspiration: (Optional - music, image, or vibe like for notions)
Body Type: (Optional - tall, slim, fat, masculine, feminine, curvy, etc.)
Skin Color/Tone: (Optional - can be specified as light/dark or a specific color)
Gender Presentation: (Optional - masculine, feminine, androgynous, etc.)
Age Presentation: (Optional - young adult, teen, child, older adult, etc.)
Hair: (Optional - can specify color and/or length. Hairstyle is an extra spec)
Eyes: (Optional - can specify colors and pupil shape)
Aqua Color: (Optional)
Shell Color: (Optional; patterns/texture such as pearlescent are extra specs)
Extra Specs: (Optional, for fees)
Sketch WIP: (yes/no; if yes, final price may be decided after the sketch is complete)
Final Edits: ("none" or a number. Number of "edit opportunities" after the design is first completed. Up to two can be added for +5 USD each. Unused "edit opportunities" will not be refunded.)
The blighted refer to all of the ideogenic species created through Blight's blights. All blights created by Blight require direct or nearly direct transmission from existing species members.
Elegies are spirits woven from lost souls by the Edeia Rieve, who represents the Idea of Loss. They are fragments of those who have died, shaped by Rieve's magic into beings with purpose: to help both themselves and those who grieve for them work through loss—to understand, to feel, to grieve fully, and, when the time comes, to let go. They are not a reversal of death. They are not a second chance at life. They are a path through the grief that death leaves behind, for the dead and the living alike.
Elegies are the original, "base" species, and other subspecies have been created through collaborations with other Edeia.
These are species created by members of the Ideation community. See the Community Species sheet for details! You may also view this on the sheet itself. It is up to the creator how to manage their ideogenic species; this is only a listing with links and basic information.
See the section below for details on submitting.
If you wish to submit a community species, use this form or contact Auspice with the details. The initial submission will be reviewed for lore accuracy and relevance to the Ideation community and worldbuilding. Afterwards, the lore creator can edit the information, though it is asked to consult with Auspice for any major changes.
For species categories:
Auspice will review 2-3 species of the category. Each species of the category should have complete lore and details corresponding to the requirements of the "single species" submission, including a visual guide and/or examples.
After submitting, you are welcome to add more species to the category. Species that have been reviewed by Auspice can be indicated with a "reviewed" tag/descriptor in your lore. If you significantly modify the lore of that species, please remove the "reviewed" tag.
If you wish for Auspice to review additional or reworked species of an approved category, you can DM them with the species information or submit the form with the "single species" option. You can request feedback without visual concepts, but review approval will not be given unless visual examples are present.