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Re: OFFICIAL ACEONIC RACE APPLICATIONS/LISTINGS

Started by Mr_Squirrel, 16-03-2012

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Quote from: meldin on 14-03-2012
Quote from: Ragolution on 14-03-2012
Quote from: meldin on 14-03-2012
Port, please check my application!!!

I'm trying to figure out how to tell you this without breaking your heart jagger


I think you used that face wrong.

Quote from: CoolFeerman on 16-03-2012
Quote from: meldin on 14-03-2012
Quote from: Ragolution on 14-03-2012
Quote from: meldin on 14-03-2012
Port, please check my application!!!

I'm trying to figure out how to tell you this without breaking your heart jagger


I think you used that face wrong.

Quote from: Duraga on 23-04-2012


       
  • Race: Jovians
  • Defining Features:
  • The Jovians are an ancient race exiled from their reality by their creators. In an alternate timeline and far into the future, the Jovians were a gestalt race bred from the DNA of an extinct race of elves known as the "Pallavar". Using magic, science and the blood of a thousand slaves, the progenitor race created the Jovians to be the perfect slave. They were muscular, obediant and quite smart. The Jovians were also very quixotic when not attended by one of their masters and tended to murder one-another when not chained.
  • The Progenitor race was wise and immediately saw the possibilty of revolt. They soon installed a "Religion" of sorts into the genes of the Jovians. Every Jovian that was born would regard thier masters as Gods.
  • As the Jovians were exposed to thier master's culture, they slowly absorbed the inherent magical energies that were used to keep day-to-day life running smoothly. Several years after their creation, packs of Jovians that were being shipped across the world would siphon energies from the mage-powered Thunder Tram, forcing the slaves to be only transported in groups of three.
  • Jovians, when exposed to magic would seem to stratify. One would seem to get more curious and manic, one would get more aggressive and brutish and a third would become bold and certain. Not all Jovians experienced this change but the ones who did would not exhibit the changes for long.
  • It wasn't until the Emergence Crisis that Jovians had any real will of their own. During the Crisis, a large project of the progenitors underwent critical stresses and burst with magical energy. The 54,000 Jovians who were working on the project were assumed dead as the magical blast tore apart a major city.
  • Years later, it was discovered that the Jovians who were working on the project had been thrown backwards in time, to when the Jovian race was first created. These Jovians started an insurrection that planned to overthrow Progenitor society on the day of the Emergence Crisis. Long story short, the Emergence produced a mana-dependant strain of Jovians that mutated over a six thousand year span, alongside their ancestors. They would have succeeded in their rebellion, too.
  • The Aberrant  Jovians were the ones who caused the Emergent Crisis, and with it, mutated themselves with an immeasurable arcane energy. Those 54,000 Jovians, instead of being flung back in time, were thrown into another dimension. Now, without their god-leaders to guide them, they looked to themselves as gods of all reality.
  • Jovians in Aceon are a member of one of the Three Pathes.
  • The Noble Path - Those Jovians of the Noble Path believe that all actions, regardless of purpose, should be the ones that cause the greatest good. This path is perceived in many ways but generally the Noble see Jovian Good as the Greatest Good. Nobles are lanky or gangly and have pale white skin. A Noble who is of an especially high standing will embed spikes of gold into his body. Most nobles grow a collar of bone as they mature. Full grown nobles have a collar that only exposes the nose and above. Nobles are most commonly female but males aren't that rare.
  • The Brutal Path - Jovians who obsess over physical fitness are those who worship the Brutal Path. Evolution and nature are huge tenants of the Brutal Path and Brutes tend to be more aggressive in any given situation. Brutes embody the idea of "Survival of the Fittest" and only obey non-Nobles when it is to thier personal interest. Brutes have wide shoulders and bone structures jutting out of their backs or heads and always have naturally tanned or olive skin. A fully matured Brute may grow bull's horns or any other strange spikes or bone structures on its body. Brutes are predominately male.
  • The Docile Path - Jovians who believe that it does not matter what they do are born into this path. What the Docile do is uncertain, if they even do anything at all. The Docile do what they please and fear no concequence and are almost hedonistic (although not all of them). Docile obey the Noble but express no sense of urgency. Docile are prone to procrastinate or intentionally misinterpret a task. Although the Docile are androgynous and have skin that is almost silver, they can and often do look almost like a natural human. Immature docile only have 3 digits on each foot/hand but mature to even more effectively resemble a human. Docile are invariably hermaphrodites.
  • Why this race and not another?: Holy shit Portkins wrote my backstory for me.


Yup. Yeah. Uh-huh.

Did my race app just get skipped over? :/
...
its on the bottom of the 2nd page


Race: Gedwey Kyn (This is translated into "Shining Kind"
The Gedwey Kyn's origin is unknown but they have a large city to the south near the Nomas deserts. The Gedwey Kyn live their lives governed by the Council of Colour, a gathering of the two wisest male and female Gedwey Kyn of each separate Caste. While they have a militaristic Caste they have no desire to spread further than they have already. 

Defining Features: Metallic-colored skin (the coloration depends on their caste), bright glowing eyes with no visible whites, their eyelids close horizontally instead of vertically. They have only 3 digits on each hand and foot, finely pointed teeth.
Magic-enriched blood: The Gedwey's blood is unique in the fact that it has a highly magic potential, this magical essence seems to be controlled by certain emotions depending on the subjects Caste. Not all subjects have the ability to use magic, but all have the potential to have magic. In a Gedwey the magic trait is sex-linked to the X chromosome making it so that Females have higher magical potential then males, but this does not mean that Females have stronger magic's then males.
Before puberty A Gedwey child is neither Male nor female, but have the ability to flit in between genders and castes in a matter of seconds. This is caused by the magical properties of their blood being highly unstable at the time. When the Child hit puberty however the essence begins to stabilize and the Child will be put through a ritual to decide what gender and caste they will belong to.
Castes: Each caste makes up a different part of the Gedwey society and are named for the different colors of their skin.
The Red Caste: These Gedwey are tall, bulky and strong. They are characterized by the black spikes that grow on their bodies in patches, the stronger the red the more spikes are apparent (no they aren't red cacti). The Reds are predominantly male and make up the Gedwey Military and other jobs that require brutal strength (I.E: Guards, soldiers, enforcers, ETC.) Magic users of the red persuasion tend to be most powerful when they use their powers out of anger.
The Blue Caste: This caste is predominantly female. The women of this caste are for the most part considered highly attractive by other Gedwey, being short, curvaceous and well endowed. The blues are characterized by the entrancing swirling blue patterns that cover their silver skin. This Caste possesses extremely high magic potential and most, if not all of these female have the ability to use magic and their magic's are the strongest when they are excited. They usually take up the role of teachers, mages (and other magical classes), scholars and scribes, but also fill entertainment roles such as Dancers.
The Green Caste: The Green Caste has no predominant gender. They fill the role of farmers and food producers; they are the most jovial of the Gedwey Kyn and are more lively then other castes.  Greens are the tallest of their kind but are very thin. Their passions lie in drinking, partying, dancing and music. They are always ready for a feast and can never pass up a chance for a festival. Their magic is generally the most easily used as it is strongest when the caster is happy.
The Orange Caste:  The tinkers and tricksters of the Gedwey Kyn world. These quick fingered hooligans make machinery for their different coloured cousins but design intricate traps and devices to outwit their owncolour. Oranges can be found hidden away in their workshops or trying to sneak into someone else's. Their magic is often not used as they prefer to rely on their creations rather than the laughter enhanced magic they have. The more creative an engineer they are the larger the ridges along their forearms are. In appearance they are generally smaller and squatter than other Castes.
The Brown Caste: Builders and labourers, muscle is very much greater than mind or magic in the case of this Caste. Big, bulky and boring, Browns are content in the simple work of manual labour. They stronger they are the larger the ridges upon their back are, to help when lifting the great stones of their architectural designs. Due to the lack of creativity Gedwey Kyn architecture is incredibly similar, with a basic design repeated in different sizes depending on the need of the building. Magic is hard to access for these brown hued builders but is strongest when the caster is calm and concentrated.
The Black Caste: The undesirable and lacking of the Gedwey Kyn. A defect carried in all of their kind leaves one in five emotionally crippled, therefore magically crippled as well. With no magical essence in their blood they have a darker, blander appearance with large dark tattoo like markings under their eyes. These grey skinned outcasts form much of lower class in society picking up the jobs like cleaners and grave keepers. However all of Gedwey Kyn priesthood consists of the Black Caste as they have no magical ability to corrupt the gifts of their Gods. The Black Caste is the only Caste not represented in the Council of Colour.  They are of average height but are incredibly thin, their skeleton is easily visible through their gaunt build.

Why this race and not another: They seem super awesome. This is Dura's creation but had problems posting it so I am instead.
pffft

Race: Mettani (Meh-Tah-Nee)

Backstory: The Mettani are a curious race that evolved alongside the civilizations of old. They are a people who have witnessed the rise of Ermor, the fall of the DEAP and the many Dark Ages that have assaulted Aceon, although they have felt the pains of none of them. The Mettani are a long-lived race whose members often reach the age of one thousand years old before perishing. Those Mettani who age past 2500 years are dubbed Elders. These Mettani are rumoured to be Immortal as the council of Elders has never grown smaller in all of known time.

Those Mettani who reach their 2500th year return to the Ancestral Isle, on the Northern Pole of Aceon.
There is a rumoured six Mettani in the Circle of Elders, though the Mettani usually only learn this through word of mouth as racial news travels slowly and is often outdated.

The Mettani race breed slowly and as such have never had a large population, never allowing the Mettani to grow a town, a city or barely even a tribe. The long lifetime of each Mettani is the only factor that guarantees the continuation of their race as a Mettani will likely meet only one potential mate in their entire life. As the saying goes, beggars cannot be choosers.

Mettani are quite often wanderers for much of their life. With a thousand islands made of a thousand miles, the Mettani cannot afford to stay in one place as their race has been scattered all across Aceon. In terms of Profession, Mettani are often wandering Hedge Wizards, Seers, Fortune Tellers, Sailors and Tailors if they choose to settle down.

The Mettani are a calm, calculated race of pacifists and philosophers. It is not impossible to see a Mettani conscripted into an army, but most do not have a knack for it.

Description: "Handsome" or "Shapely" are not words humans would use to describe a Mettani man or woman. Mettani of all kinds are tall and thin, looking almost frail and weak. Mettani have azure blue skin and ears like look much like elves but seem to be something on their own. Mettani ears are somewhere between human and elven ears; They are pointed, but not long. Most Mettani will pale when not exposed to the sun. Their skin will slowly revert to a near-human tone that is still heavily polluted with the Mettani's blue tint.

Mettani hands are perhaps the most peculiar case, as each finger on the Mettani hand has an extra knuckle. Whereas humans have 3 knuckles, the Mettani have a fourth between their hand's knuckles and where a human's second knuckle would be.

On the whole, the Mettani could pass for human if only they weren't strikingly blue.


Quote from: RanmaChan on 16-03-2012

No no, you don't apply to be a [RACE] in here Swag.  You apply to play as a NEW race that isn't on our list yet here.  You are free to pick from the list we have, on which [ELF] is included.