Re: Races of Reveris - Apply for New Races Here!

Started by CoolFeerman, 15-05-2014

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CoolFeerman

Quote from: Ragolution on 15-05-2014
Race Name:Kru'ark

Physical Features:Body covered with long, dark feathers. Avian head that ends with a long black, often sharp, beak. Beady black eyes and flightworthy wings that end in talonous hands. Short plumed tails. Birdpeople, basically. Kru'ark lay clutches of between 2 and 8 eggs when reproducing. Eggs are gray-green ovoids. Males tend to have bright red or yellow plumage. Females are often more drab and dark as to avoid predators and to camoflauge the nest.

Culture:Kru'ark life is dominated by their religion, worshipping The Red Tree, a "living" diety that sits at the center of the Kru'arks great city far into the hinterlands. The society is divided into a 4-caste system, with the Priests at the top, followed by the Soldiers, followed by Nobles, followed by everyone else. The religious memebrs of the Kru'ark are called Boughkeepers and each one is akin to a king in his own right. Boughkeepers are often trusted with an ancient magic to maintain and shape trees to their pleasing.

The Kru'ark wear a shawl over their shoulders to show what caste they belong to, besides this, the Kru'ark do not normally wear clothes but do often wear decorative adornments on their talons.

Priests wear green, Soldiers wear blue, Nobles wear purple, Everyone else wears orange.
Those without shawls are exiles.

Ideals:Religious culture obsessed with trees. The trees are the source of all life for the Kru'ark. Short of being treehuggers, the Kru'ark have a deep respect for nature and plant life. They do not much care for living beings, but plants are very well treated in the Kru'ark treehomes.

Special Affinities:Can fly. Love trees. Lay eggs.

Artwork (optional, but very much welcome):


Approved.

CoolFeerman

Quote from: Ragolution on 15-05-2014
Race Name:Kurvesh

Physical Features:Baldfaced and lanky, the Kurvesh are an actively predatory and carnivorous race that at least partially hunt soft-fleshed creatures on Oramore. Their mouthes are lined with sharp chitin that passes for teeth, these teeth are able to regrow several times in a Kurvesh's life and are made for the ripping and tearing of meat.

All Kurvesh have bright yellow eyes that have grown to allow them to see in the dark more easily. Kurvesh also have internalized ears and highly sensitive senses of smell, both of which, respectively, allow them to hear when underwater or pressing their head to the ground or track a particularly oderous prey.

A Kurvesh may be startled by an unexpected noise but it will not usually take any action until it has located the source of the sound by sight.

Kurvesh commonly have pale gray skin and are primarily nocturnal.

The Kurvesh also breed very quickly and have relatively short lifespans.

Culture:
As a hunting race, the Kurvesh are particularly pack-oriented and will sometimes chase down other races for sport. Most Kurvesh are not actively hostile and will attempt to communicate when not hungry, but will break down quickly.

The Kurvesh are very aware of animal husbandry. It is consider a keen Kurvesh that brings back a living creature.

Society is dominated by the Pack leader who decides which Kurvesh has what rank, normally following a 3-group ideal where one group hunts, another group builds, a third group tends the animals.

Ideals:Hunt. Dig. Survive. Praise the Many-Toothed God.

Special Affinities:Extended sight during the night. Sensitivity to light. Nocturnal. Tremorsense. Easily startled. Hunters.

Artwork (optional, but very much welcome):

Approved.

Ragolution

Race Name:Sendlings

Physical Features:Sendlings appear to be purple, miniaturized everymen that all look exactly alike, at least, sometimes. Sendlings always come in large groups. Sendlings have a faint psychic connection in their Group and can communicate with eachother instantaneously. All of the Sendlings in this group look completely identical and operate as a single "person". Attempting to seperate a Sendling from his group causes the removed Sendling to go into a violent rage, and failing his escape attempt, will jam its thumbs into its eyesockets and commit suicide as the voice of its senderkin go silent.

Culture:
Sendlings are viewed as a blight by some races, and as a culinary delight by others. Sendlings that wish to join communities will often fill up large articles of clothing and attempt to pull off the old "20 sendlings in a coat" routine. Often it works, but once people notice you have a really tiny head it becomes an issue. The Sendlings communicate all at once when attempting to speak, leading to their very quiet voices resonating into an adequate volume.

Sendlings are kleptomaniacs by nature and will attempt to scavenge food, valuables or even your favourite rubber ducky. Without a society of their own, Sendlings do this simply to survive.

Ideals:Send. Send. Send. Send. Send? Send. Sent. Send. Send.

Special Affinities:Slightly psychic. Susceptible to magic. Need lots of balance to pull off the 20-sendlings-in-a-coat thing.

Artwork (optional, but very much welcome):

CoolFeerman

Quote from: Ragolution on 15-05-2014
Race Name:Sendlings

Physical Features:Sendlings appear to be purple, miniaturized everymen that all look exactly alike, at least, sometimes. Sendlings always come in large groups. Sendlings have a faint psychic connection in their Group and can communicate with eachother instantaneously. All of the Sendlings in this group look completely identical and operate as a single "person". Attempting to seperate a Sendling from his group causes the removed Sendling to go into a violent rage, and failing his escape attempt, will jam its thumbs into its eyesockets and commit suicide as the voice of its senderkin go silent.

Culture:
Sendlings are viewed as a blight by some races, and as a culinary delight by others. Sendlings that wish to join communities will often fill up large articles of clothing and attempt to pull off the old "20 sendlings in a coat" routine. Often it works, but once people notice you have a really tiny head it becomes an issue. The Sendlings communicate all at once when attempting to speak, leading to their very quiet voices resonating into an adequate volume.

Sendlings are kleptomaniacs by nature and will attempt to scavenge food, valuables or even your favourite rubber ducky. Without a society of their own, Sendlings do this simply to survive.

Ideals:Send. Send. Send. Send. Send? Send. Sent. Send. Send.

Special Affinities:Slightly psychic. Susceptible to magic. Need lots of balance to pull off the 20-sendlings-in-a-coat thing.

Artwork (optional, but very much welcome):

Denied. srsly wtf

Ragolution

Quote from: CoolFeerman on 15-05-2014
Quote from: Ragolution on 15-05-2014
Race Name:Sendlings

Physical Features:Sendlings appear to be purple, miniaturized everymen that all look exactly alike, at least, sometimes. Sendlings always come in large groups. Sendlings have a faint psychic connection in their Group and can communicate with eachother instantaneously. All of the Sendlings in this group look completely identical and operate as a single "person". Attempting to seperate a Sendling from his group causes the removed Sendling to go into a violent rage, and failing his escape attempt, will jam its thumbs into its eyesockets and commit suicide as the voice of its senderkin go silent.

Culture:
Sendlings are viewed as a blight by some races, and as a culinary delight by others. Sendlings that wish to join communities will often fill up large articles of clothing and attempt to pull off the old "20 sendlings in a coat" routine. Often it works, but once people notice you have a really tiny head it becomes an issue. The Sendlings communicate all at once when attempting to speak, leading to their very quiet voices resonating into an adequate volume.

Sendlings are kleptomaniacs by nature and will attempt to scavenge food, valuables or even your favourite rubber ducky. Without a society of their own, Sendlings do this simply to survive.

Ideals:Send. Send. Send. Send. Send? Send. Sent. Send. Send.

Special Affinities:Slightly psychic. Susceptible to magic. Need lots of balance to pull off the 20-sendlings-in-a-coat thing.

Artwork (optional, but very much welcome):

Denied. srsly wtf

MY FAVOURITE RACE NOOOO

meldin

Race Name: Riuuolf, Verhoelth (Pronounced: Fer-Hoolt )
Physical Features:
Humanoid creatures that share many attributes with the wolves in the area they originated.
These features can vary, from merely ears and/or tail to anthropomorphic "wolfmen". All have have long, hard, razor-like nails that protrude 1cm-2cm (approx. 1/3"-2/3") Very fast runners, using all fours or an lunge-like vault to send them to the similar speed of a horse. They also have long, pointed canine incisors, which they use to feast on animals.

Culture: It is said that they originate from the descendants of wolves. As time progressed, they began to take on more human qualities. They do not know much of their history, as they had not spoken Common for hundreds of years. Most lived in small "packs" of four to six. Almost all would be paired with a mate by puberty. Lone members normally would leave their pack in search of a mate or will live in solitude.

With the recent development of the world and growth of the other races, it is more common to see Riuuolf settled within or near town. They are normally hated by the other races, as they have been known to kill of livestock and reduce game within the surrounding area. They are not extremely social creatures, but do interact with others. Some are enslaved by raiders or gangs for use as attack

Ideals/Character:
They are very loyal to those close to them. A mated pair will be together for life. They have an affinity for raw flesh, preferring it to it's cooked counterpart and vegetables. They fairly are strong, fierce creatures, but they can be quite socially inept. They, for the most part, avoid any emotional connections from anyone other than their mate. those who are friends with them are normally very trusted by them. Even though being animalistic, they are quite intelligent. It is said that they can solve problems fairly quickly and can adapt to many situations if needed. It is said that they can learn a language withing the time of a passing season.

Special Affinities:

  • Can sprint faster than most other races, and prefer not to use beast of burden for travel.
  • Will use their teeth and claws over weapons, as they can rival basic swords and daggers.
  • An acute sense of hearing and smell, useful for tracking and hunting

Artwork (optional, but very much welcome):
May post some if it is approved.

Will expand on History and modern culture if approved.

CoolFeerman

#6
Quote from: meldin on 06-06-2014
It is said that they originate from the descendants of hunting wolves, who would be raped by an ancient Everymen tribe.
Raping is a no-no. I can understand why you chose it, but bestiality isn't really ever going to be a thing on this server ever, in backstory or otherwise.

Quote from: meldin on 06-06-2014
most don't speak any Common.
Ok, while this might be fun roleplay, it doesn't really promote diverse rp. I mean, I think that it'd be like, "Most don't speak Common, except for every character belonging to this race."

Quote from: meldin on 06-06-2014
They normally prefer to be left alone, only staying within small groups.
Again, doesn't promote rp. This wouldn't be a problem, I just don't want loner towns right now. We barely have a playerbase and dividing you all up isn't really a thing I can feasibly do with single-digits right now.

All in all, it wasn't a bad application, you just have to tone it down a bit. Also, I'd like it for either: more fatal flaws or less great traits to belong to the race. Re-do it and re-apply if you want.

meldin