Hey everybody
I know i don't post that much, but now i have finally managed to cook something together. Okay, not really, actually just a couple of paragraphs describing some races i've made for my setting. This is just the description that i'm going to expand upon, but i'd like to A) receive some criticism from you or B) have you ask some questions that can get my creative juices running on these guys. Some of the concepts mentioned aren't fully worked out yet, but i'll try and answer to the best of my ability. I hope you find it interesting.
GHAST/ELDRITCH
Ghasts are odd creatures to say the least. No one knows where they came from, and most ghasts seem to have arrived from pretty much nowhere, and the ghasts can often remember nothing of their origin even though they speak one or two languages fluently and are skilled enough in various aspects of life that it might be suspected that they have lived some time before this strange incarnation. For their current form is truly the strangest of all the sentient beings of Kherennem. Resembling a human in shape, unclothed ghasts appear to be made out of a clear, viscous liquid, making them transparent and eerie in appearance with only the hint of facial features on their otherwise blank liquid faces. Their forms are androgynous and somewhat amorphous especially when it comes to their most exotic talent: bonding. Ghasts are capable of a sort of possession of physical objects. It's not so much that they disappear into an object as that they bond with object, making it part of themselves. For this reason, ghasts prize clothing, and especially armor, greatly, since they, when bonding with said objects, attain a higher degree of physicality than it is possible in their ordinary body. Though usually feeble and easily harmed, a bonded ghast is virtually indestructible, being not only the semi-physical body inside the armor, but also the armor itself. Ghasts have a tendency to wear very fine clothing and ornate decorated masks, which often double as an identifying feature.
MARUT
The maruts resemble humans physically. The only real difference is that they produce unusually massive amounts of bioelectricity. Large enough amounts to basically fry another human being if the need should ever arise (you'd be surprised how often it does). The amount of electricity produced, and the control over said power, varies greatly from marut to marut. Most maruts die messy deaths when they are still young, accidentally frying their bodies as they lose control, leaving their parents with nothing but their small charred skeletons. Others take the control of their powers to an entirely new level, being able to direct every single spark they produce. And others are nothing but humans who can shoot accidental lightning bolts. As if the life of the marut wasn't dangerous enough already, they are now also a hunted species, since their powers can be used for quite lucrative purposes, like powering cities.
SHELLS
Though the soul is something so otherworldly that no known substances in the physical world could be used to emulate it, the body is a different matter altogether. The body is nothing but a complex combination of matter and tissue, and some even go so far as to call it a 'biological machine'. And some go even farther than that. 'Shells' are direct proof of this. Also called phylacteries, these immensely complicated machines are designed to copy the human body in many ways: it has a skeleton, it has joints, it has a nervous system and it has an organ housing the soul. The difference is that all of it is artificially forged from metals and other inert types of matter. Shells are in effect artificial bodies made to house and be controlled by a transferred soul. Transferring a soul to a metal casing in this way is a complex and dangerous procedure, and few attempt the operation even though the benefits are obvious: Immortality and incredible strength and endurance. There are also a good deal of quite unsettling side-effects though: though many senses can be copied, the senses of feeling and taste are hard to replace, and the shell will often have to give up the pleasures of food and sex. The basic casing can be modified in various ways; some cover the skeleton in even more metal, while others turn to the Eshereinis for synthetic skin to cover their inhuman frames. Some go as far to replace the mechanical mechanisms that control their bones with actual artificial muscle tissue, attempting to regain some part of their now forever lost humanity.
DELVERS
Delvers are small parasites that latch onto creatures and take over their entire nervous system by infiltrating every inch of the bodies of their victims with long thin nerve-like tentacles. Physically they resemble small squid-like creatures with six legs, 3 eyes and a small mouth with about a dozen thin and short tentacles. Their intelligence is animalistic, and they usually latch on to animals. In the rare occasion that they latch onto a sentient creature though, they appear to assimilate the creatures' intelligence, making them just as intelligent, though it doesn't make them any less alien. Delver hosts usually look like ordinary humans, except if you look at their back, where the delver is usually hiding in plain sight, unless the symbiosis is more than ten years old, in which case you would have to actually look for the signs to find it since it has melded into the flesh. Delvers possess various glands capable of creating enzymes, hormones, and even various mutagens that can empower theirs hosts greatly. Long-time hosts often show signs of serious mutations or deformations. Delver hosts, even though they look human, often appear crazed or weird to outside observers, which makes it relatively hard for the small cephalopod parasites to integrate themselves, and they often live lives as enforcers and the like on the fringes of society.
Other races include humans, half-demons (no, not the tiefling/classical kind) and a race of plant-people, but haven't written much on these yet.