It's no secret that I am really good at starting new projects and really bad at ever finishing them. With that said, the idea of me making a 2d single player Elder Scrolls/RuneScape style RPG world is not a new idea. The exact details of that world have gone through many iterations over the year but the basic goal and gameplay behind the idea is always the same.
At one point in time it was called Korbis, at another point in time it was Pyco Mundi: Paragon set in the past of the Pyco Mundi universe. But now I have a new plan: Instead of being completely original or completely Pyco Mundi it will be what you might expect an RPG created by people living in Pyco Mundi to make. So it will have standard fantasy and animal races/monsters but instead of just fighting a wolf or a bear maybe you also run into various Pycotrophs. The key difference is I won't be locked into following Pyco Mundi universe lore or the consequences of a lore-accurate game where humans and Pycotrophs fight with each other for survival. I would also like to treat it is a live game, so new updates would come out on a regular basis to continue the world building and questlines.
The first new thing to brainstorm for this new game concept is the major players of the world. In a similar vein to other big RPGs I don't just want humans to be the only sentient beings around. But I'm not going to make Pycotrophs fill that role either. And while I fully expect to add more as time goes on (like RS has) I wanted a large starter set that would shape the politics and world building. That way it I don't have to keep introducing new species as time goes on and have to make excuses for why you had never heard any mention of the giant kindgom of bird people on the other side of the continent.
I also wanted to do things a bit different and not just have the generic Elves, Dwarves, Gnomes, Goblins and so on as the major races. This is what I have come up with so far, in no particular order and with varying degrees of detail:
Merfolk: Mermaids basically, I wanted something that lived underwater. The exact details of their society will be decided as time goes on but they won't be limited to just the ocean. They can be found in some lakes, rivers and maybe a swamp or two. Usually games treat mermaids as kind of a side character that barely have any effect on the rest of the world but I want them to be a major part of the world. Perhaps they could be the sailors of the world too, being in charge of ocean transport.
Gekliff: Not 100% sure on the name but these would be a lizard people that inhabit caves found on steep mountainsides, generall the mountains bordering deserts. They'd have the gecko ability to climb up vertical surfaces.
Djinn: Otherwise known as genies, they'd have a variety of colorful skin tones like blue and green and they would specialize in dream magic. So they might be able to make your dreams come true... but only in the dream world.
Halflings: Also known as hobbits. They would be long lost cousins of the human race that inhabit a tropical island. They would extremely fast on their feet and experts at navigating the jungles.
Tree Giants: No, these aren't Ents. They are in fact more like if Neanderthals grew to 10+ feet tall and lived in tree houses in a giant redwood forest. They aren't necessarily stupid but their civilization has a long way to go if they want to catch up with humans.
Cardule: Think of them as anthropomorphic Cardinals. Their culture would have a lot of references to royalty and playing cards with the male Cardule representing Hearts/Diamonds and the female representing Spades/Clubs. They'd fill the role of being the snobby ruling species that Elves often fill.
Vampire: Ok, I really like this one. Traditional vampires are a really tired concept at this point so I decided to take them into a completely different direction that lets them not just be the bad guys. Vampires in this game will fill the mining role that Dwarves usually fill. We'll lean heavily into the bat stuff, they live in caves and have long metal fangs that they use to chew through rock. They drink the "blood of the earth", which you would call magma. They'd probably have less of a focus on smithing than Dwarves typically do.
Hydra: They are born with 2 heads that have their own separate personalities. If one gets chopped off it dies but then 2 new heads grow in its place. This isn't recommended though because the new heads do not retain the memories of the lost head. Also too many heads will cause strain on their heart and lead to death. They won't be the smartest species in the game, if you've played RS then think along the lines of Trolls/Ogres. Capable of building cities and a society but not capable of inventing anything impressive.
Imp: These small demonic beings would be playful inventors and would likely also fill the smithing gap that vampires leave. I'd describe them as chaotic good.
Dryads: These are magic tree beings that are fierce warriors.
Gnomoth: A wanderer/explorer race, these are humanoid butterfliers/moths. They are capable of flight, although they cannot carry much while flying. They do have a secret homeland but for the most part you will find them living in small groups in other species settlements or lands.
Pyconians: Beings made of Pyco energy, with different individuals having different types of energy. This is where the Pyco universe stuff finally appears. Pyco Energy will function as the magic system in this game and so Pyconians will be masters of magic. They won't have a homeland or anything, instead they congregate in places that match their typing. So you might find a settlement of Fire Pyconians near a volcano and so on. They don't build much or create a civilization because they don't require food or shelter.
Clawblin/Hobclawblin: This is the war species of the game, like goblins in RS but not as dumb. They are humanoid cats and would be the antagonists in almost every situation you find them in. I just realized you could describe them as being like Klingons. There would a peaceful tribe of them called the Pawblin living in the north though.
Slimes: They aren't smart, at all. They can "shapeshift" but it only changes their shape, not their appearance or composition. But they don't always understand how obvious it is. They fill the stupid antagonist role because clawblins are too intelligent to do so. They can't build anything and they hate sand and the cold. You'd find their settlements in swamps or damp caves but they'd also inhabit abandoned buildings.