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Lei of Nihility

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PostPosted: Thu Jun 23, 2011 8:13 am


Guys and Girls, welcome to the Illitus data dump. This thread serves the purpose of everyone that contributes dropping their work here so others can pick up where you left off.

For example, writers can drop of descriptions to artists can start drawing them. Other pieces can be dropped off here so I can assemble them.

When dropping something here please give a description of what it is. For example

Type: Writing
Subject: Race desctription (NAME)
BLAH BLAH BLAH BLAH

Just so when searching, we can find what we're looking for.

Please also only dump the data you've been asked to drop here, all else can go to another thread. I will sticky this so we don't lose it.

On a side note, if you're reading this, you're now a mod as only mods have access.
PostPosted: Thu Jun 23, 2011 8:21 am


Type: Writing
Subject: Race desctription (Angelae[angels], Vyre[vampires], Tok'rin[Rabbit Folk, Idolons)

[Being the first to data dump, I'm putting forth physical descriptions of the above races, they are raw in information and are unformatted, they exist simply to have the images drawn up as our arist ronnie is amazingly quick and needs a fresh supply all the time, without further ado:]

Angels

Long face, long slender bodies, longer fingers than humans, their eyes are thin and the noses seem to extend a little higher than humans. They have varying colour hair from white to blond, some 'tainted angels have darker hair' (white is considdered pure' Their eyes range from white to black with grey shades between though have no real 'colour'. Angels have porcerlain skin that is almost transparent and white to pale pink in colour. (again everything being white defines one as pure). Usually the hair is long and allowed to flow. Angels have wings, long wings that tend to match their hair and eye 'colour. An angel with white hair should also have white wings. though small amounts of taining can manifest and make the tips of feathers more grey, or make them greay all together. The higher the rank the more wings an angel will have. Most have 2, the highest rank has 8 (though only 2 are used for flight). Angels wear white robes and if warrior born wear silver armour that is detailed with scriptures of an angelic language and adorned with engravings of battles past.

The Vyre,

The vyre are cursed and outcast angels. They have had their wings torn and have become entirely physical beings. They have red eyes but their hair can still range from white, through all shades of grey to black. They were cast out because of disagreeing with the angels and for sinking Nihility into the abyss.
Instead of living off the very flow of energy that the etheral angels do, the vyre are curse to have to live off of the very essence of living things (the ones they care for so much), for this they can either be near a creature and by proxy steal life (though this isn't very sustaining to a single Vyre, let alone many) or can take like directly through it's blood.

In clothing, the vyre wear very formal clothing, (use victorian refferences for the design) as this is custom on the world that they had been hiding on, though recently they were chased onto a forest world and materials have been scarce. Though they retain their formal way of dress, they now use materials found in forests, hide of animals, leaves and vines etc.

The Tok'rin (rabbit folk)

The tok'rin are taller than the average human and have both human and rabbit features in their faces, commonly they have rabbit ears that stand up vertically through strong cartalage, it is only through damage and age do their ears start to fall and sag. They have a fine hair covering all of their bodies that is lighter on their face / chests and the inside of their arms and legs. Fur colour ranges from pale brown, through oranges to dark browns. They have large eyes and rabbit-like button noses. They are a warrior people and fight with beserker style armour (little to no chest armour other than symbolic of aesthetic purpose, heavyer armour on shoulders and wristst, armour below knees) that is either pristine or pretty badly damaged), other than their armour they wear light robes that are embroided with symbols of their heraldry.
They have large legs that are a cross between rabit and human allowing them extremely fast movement. They tend to carry duel swords or one large sword.

Idolons

These are inanimate objects or bodies infused with a purpose or in rare cases an actuall soul. Usually these creations are animated to fulfil a certain purpose and will cease to function when completed, others will retain 'life' so long as the master feeding them is alive.

Their appearance varies, they can be stone bodied statues held together by mana, they could be sand piles given form by spell. They can be the dead of any specie re-animated for the purpose.

Usually part of them glows with the raw mana that is their life source, be it their eyes or a 'heart't.

They do not need to be 'whole', a leg missing wouldnt be noticed bar the hinderance it caused.

Orks.

Orks are similar in height to humans but are generally a little bulkier in build. Their foreheads are generally larger. they have hair that grows as any human but it tends to be long and unkept, usually tied out of the way. Ork eyes are large and round, they have huge pupils and a thin iris, they tend to have grey to green skin with patches of brown.

From the collar bone, shoulders and spine they may have bony horn like protrusions that stick out, these are usually the colour of ivory but yellow with ware.

Orks are not generally known for clenliness and have a very similistic neanderthal-like life. They live in tribes and wear simplified clothing made of animal hides / furs etc.

The males may be hugely muscular and have larger bone growths, this is generally seen as a sign of power.

Lei of Nihility

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Lei of Nihility

Shadowy Phantom

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PostPosted: Thu Jun 23, 2011 8:26 am


Type: Art
Subject: Race Examples Character Art
Arist: ronnie92

(posting for Ronnie, just to get everything in one place)

The Ellitori
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The Lunaic Elves
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The Ek-Kanthi (The City builders)
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The Merfolk
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Red Caps
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PostPosted: Thu Jun 23, 2011 8:31 am


Type: Writing
Subject: Race descriptions various
Writer: x_lady L u c k

01:Lunaic Elves.

PHYSICAL.
Lunaic elves have been reported to have light toned skin; light purple, a pale green, and a light earthy brown appear to be the most common. It seems the color of their skin allow them to better blend in with their earthy environments. Hair is generally short, including hair of the woman. Those with long hair are consistently leaving their hair up until the night hours. Hair color is generally a dark brown, white, a light green, and also blond. The short hair may reduce annoyance during a hunt or in battle. Eyes for the Lunaic elves do not range as heavily as hair or skin color. They are either hazel or a crisp blue.
The Lunaic elves are also known for their slender bodies. They are lean and slightly muscular though known for their agility and agile ways. Lunaic Elves are also extremely flexible, maneuvering about the trees in an almost fluid manner. Lunaic Elves range from 5’5 to 7’0 in height. They also have longer fingers then what a human perceives as normal and this may allow then to better grip onto objects or tree limbs. Those long fingers connect to long arms as well. This in turn may be a factor in their strong ability to hunt.
Lunaic elves do not appear to care heavily on the clothes they wear. More functional then fashionable. Clothing may consist of cloth- traded in- or simply be flora woven elegantly together. It is also noted that Lunaic elves do not wear footwear of any kind, with the exception of battle. Only then are boots worn by the warriors. Also, it appears as though the elves care little for beautification. Only high ranked females and males wear jewelry of any sort.

HABITAT
Lunaic Elves tend to reside in dense forests. They rarely venture out unless the need is great. Being that they spend most of their days in the woods, they are master Woodsmen. They create their homes high in the treetops, where enemies are few. Almost all groups of Lunaic Elves are located near a large body of water.

Racial traits and Abilities
Lunaic Elves, or Night Elves, as the name implies, are more active at night. They are extremely in tune with their surroundings and connected deeply with nature. Lunaic Elves only kill what is needed. They are against all and any cruelty to Mother Earth and animals.
Lunaic Elves are speedy runners and accurate with a bow and arrow. When fighting, they prefer gorilla style attacks to hand to hand combat. Because of their seemingly extraordinary ability to camouflage, many of their foes never see them coming.

Social Structure
Although the Lunaic Elves are governed with a royal family, it doesn’t appear to be a monarchy. Average Elves are able to speak their mind on certain cases. Unlike most social structures, that contain a rich and poor division, Lunaic elves seem to aide one another in times of need. This makes fighting among themselves rare.

02: Merfolk

Physical
Like humans, Merfolk are diverse. While the Merfolk are often affiliated with Mermaids and Mermen, Merfolk are not simply restricted to the fish appearance. Many men take on shark traits such as razor teeth and fierce speed. Women also take on the traits of other aquatic animals such as the dolphin. This gives the Merfolk a strong diverse group. Hair, eyes and even skin colour tend to lean heavily on oceanic colours. Skin can range from green, grey, and a light blue. Hair can be an almost white blonde, a dark green, and black, as well as a deep blue. And eyes, which had adapted to life underwater, are generally darker colours like brown and black.
Merfolk are easily amused and anything they find can become a new fashion statement to them. This may include coral for hairpieces or an aquatic flower for decoration. The most common clothing consists of tightly woven seaweed and/or shells.

Habitat
Like most animals in the sea, Merfolk have to real permanent residence. Though they generally stay in the same area. Typically, Merfolk tend to stay next to rock formations or caves. Women often will sit upon with rocks and sunbathe. Men on the other hand seem to prefer staying underwater. Merfolk commonly reside where there is no local fishing. It may be simply for more food, or because Merfolk dislike seeing aquatic animals taken.

Racial Traits and Abilities
Merfolk are more often than not, known for their laidback, whimsical demeanor. It is still unknown whether they are trained fighters. It is believed that certain aquatic animals have the ability to understand the Menfolk’s native tongue, which consists heavily on clicks and whistles. Because the Merfolk tend to avoid contact with other races, not much is known on all the abilities the Merfolk may hold.

Social Structure
There seems to be no real peaking order for Merfolk. Everyone plays upon the strengths of fellow Merfolk. They appear to be free floating; without a true leader. With their happy-go-lucky nature, there seems no real need for one. Merfolk also tend to avoid other races, and this may also contribute to the lack of leadership within the Merfolk. There is no need for a leader if they are not needed.

03: Redcaps

Physical
Redcaps are often depicted as grotesque creatures. The most common form is that of the old man, with greying hair and sharp claws. It appears as though that the old man is not the only form. There have also been reports on a female version of equal grotesqueness. For females the form appears to be that of an elderly woman with long, dark grey hair that typically reaches the waist. She also has noticeable claws. Both are short and slightly cubby in stature. Both are also easily identified by their sharp tongue and seemingly glowing red eyes. All Redcaps as the name depicts wear red caps of some style, though it differs for each gender. Seeing one of those is more often than not a very bad sign.

Habitat
Generally Redcaps tend to sleep in old buildings, but they are Nomads. They need to keep moving where there is easy prey and few opponents. It seems as though Redcaps dislike harsh climates but that is still unknown to due lack of interaction of the Redcaps part. It is still unclear how large their range is. They are commonly seen is forest terrain.

Racial Traits and Abilities
Redcaps are feared greatly due to the ‘myth’ that the red caps they wear are soaked in the blood of their latest victim. Whether this is true or not is unknown. Redcaps do not interact with other beings, even on the slightest degree. The caps may simply have been dyed, and the Redcaps have not corrected anyone because the fear gives people a reason not to interact with them.
What is little IS known about the Recaps is that they are masters with their weapons and are not afraid to use them. Despite their stout stature they are excellent fighters. No females have been reported to fight but that does not mean that they don’t.

Social Structure
Redcaps aren’t known for having any permanent social structure. In fact, they hardly ever group. Redcaps are nomads; leaders of their own lives. Death would surely come to anyone who tries to diminish that idea. It is still unclear how Redcaps interact with others of their own kind, if they interact at all.

Lei of Nihility

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ronnie92

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PostPosted: Thu Jun 23, 2011 9:54 am


Type: Art
Subject: race examples/char art(Vyre)

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This other I'm not sure of, but I imagined they'd have some kind of scarring on their backs?

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PostPosted: Thu Jun 23, 2011 10:01 am


ronnie92
Type: Art
Subject: race examples/char art(Vyre)

[picture A (cut for thread space]

This other I'm not sure of, but I imagined they'd have some kind of scarring on their backs?

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I like the thinking here. It works well, I like how there is a spread V pattern in the scar. Keep it up :3

Lei of Nihility

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ohitsduke

PostPosted: Thu Jun 23, 2011 10:49 am


Type: Writing
Subject: Character Descriptions (Various)


1o) (Human) Warrior Clans

Physical
Being that this clan is consistently engaging in battle, they are all very well built. They are slightly taller than the average human and have high, firm cheekbones. Like all humans, they’re hair, eye, and skin color vary greatly. Though since they spend a lot of time outdoors, they are usually very tanned. Hair is commonly grown out and kept in a small ponytail at the nape of the neck.
Clothing often consists of simple materials when not in battle. These humans are only known to wear boots, whether they are in battle or not. When IN battle, they put on armor that to others would find to be extremely heavy.

Habitat
The warrior clans reside in several locates. They have adapted to almost everywhere, even locations that an average human would deem too harsh. These clans have been reported to relocate but that it not too often. They use their surroundings to their upmost advantage.

Racial Traits and Abilities
As the name may apply, these humans love to fight. And they are certainly good at it. Their muscular physique allows them to wear heavy weaponry and armor without really slowly in them down. Considering that they spend more time fighting them anything else, this clan is not particularly known for its intelligence outside of combat and weaponry.

Social Structure
This clan is socially ruled like a pack of lions. The strongest is the leader. He gives the commands such as when or where to attack next. No one else has a say. And like a pack of lions, power can be shifted quickly. If one feels as though he is the best, he may and most likely will, challenge the leader.





2o) (Human) Courts

Physical
Since Courts never engage in physical activities, they are often very fragile. And since they spend of their time indoors, they are slightly paler then the average human. Females are extremely beautiful and generally have long hair that reaches the waist or longer; usually braided. Women have soft eyes that are commonly a light shade, as their hair. Males hold a harsh beauty; firm ridges and sharp angles. The look of authority yet, they are kind. Many have short hair and a beard. And like females, males generally have light shades for their eyes and hair.
Clothing for the Courts is more often than not made of silk and other fine materials. It is elegant and elaborate. All Courts wear jewelry that is usually made of silver.

Habitat
Courts live in places of great beauty. Their homes are often made of marble and everything is of the highest quality. Most, if not all, homes are surrounded by lavish gardens. Courts often live in locations near water and with a warm climate. It is in fact, rare to find Courts living anywhere where there is a harsh climate. Like many other races, Courts live together in large groups.

Racial Traits and Abilities
Justice, honor, and humility are some key traits for Courts. They attempt to live a just life. Courts are also known for their intelligence and patience. They are also peace lovers but are not afraid to use force if all other means are failures. They believe highly in morality. Other races see Courts as deranged, self-thinking guardians. Allegations of cruelty have arose, but none have been verified.

Social Structure
Courts are ruled with a Council. High ranking people in society and royal families equaling twenty members govern their people. Non Council member may voice their opinions but the overall and final judgment will be made by the Council. Once a person has agreed to join the Council he or she is a member for the rest of their lives. When that person dies, if or she is not royal, then citizens will vote. If he or she IS of royalty then the family will decide who will be the next to take the seat.


3o) Elementals

Physical
Since Elementals have no definite shape, face, or form their actual appearances are generally that of something similar to the element of its holder. Such as with fire, it may simply be a spark, a hot spot or a Salamander. Water may be a cold spot, a ripple in the water, or an Undine. Air may be a calming breeze or a Sylph. And Earth could be a strong earthy scent or perhaps a Gnome. Elementals in their purest form are pure life energy.

Habitat
Elementals will generally reside in a location best suited to their own element. Fire Elementals may reside in hot climate areas or perhaps areas near volcanoes. Water Elementals may reside near seas or lakes. Air Elementals may reside in spacious locations with pure air, and not a place where air is thin like mountain tops. Earth Elementals may reside in places similar to Air, as long as the area is lush in vegetation.

Racial Traits and Abilities
Elementals are known for their abilities to calm one’s heart and clear one’s mind. They are gentle and caring, always wanting to help. All help in protecting and nourishing the planet. Elementals are rarely seen by any race and because of this the extent of their abilities is unknown. Though it is easy to see that Elementals are loving beings.

Social Structure
Since Elementals are pure energy and invisible to most races, there is no need for a social structure. Elementals normally alone and thus have no reason to have a social structure of any kind.
PostPosted: Fri Jun 24, 2011 2:51 am


Type: Art
Subject: race examples/char art(angels)
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ronnie92

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Lei of Nihility

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PostPosted: Fri Jun 24, 2011 3:13 am


ronnie92
Type: Art
Subject: race examples/char art(angels)
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You caught the nose perfectly, I had once tried to draw it with the extended nose but could never get it right. I bow to your skill.
PostPosted: Fri Jun 24, 2011 3:17 am


Type: Writing
Subject: Character Descriptions (Various)

Guilds:

The guilds are groups of humans that live with larger societies. They tend to have a common goal or purpose and some are not as benign as others. Many guilds are secretive about their members, meetings or about the actions they carry out.

It is believed that more than one guild has knowledge of cross-world travel.

Physical:

Many of the guilds have a uniform that is almost identical between every member (though higher ranked members or Guild Masters may have a more embellished version). Depending on purpose of the guild, uniforms range from assassin-style black outfits of tight fitting clothes under concealing cloaks and hoods. Other Cult style guilds have clothing similar to those of the spellweavers, adorned with many symbols and bright colours to attract fear and attention.

In form and shape the humans that make up the guilds are 'normal' in many respects, hair and eye colours and shapes vary as do body types. Some guilds require tattoos or other markings like dyed hair as part of their initiation but this changes from guild to guild.

Habitat:

Guilds inhabit anywhere that humans do. They survive best in the shadowy corners of cities. Or in villages close to large gatherings of people, they do this to stay near the flow of information where they are able to execute their plans quickly. They stay close also to recover their numbers after plans fail and members are lost or killed.

Many guilds prefer cellars, underground networks of sewers or caves to move about without drawing attention, though they also travel by roof-top where required. Many guilds are nick named 'Shadow-Casts' because of their secrecy but more so because of their ability to move undetected.

Traits and Abilities:

Guilds are a collective. They contain members of use to them. This means that each member has something to add to the overall body. Though very secretive and shrouded in traditions, symbolism, beliefs or laws. The Guilds are like families. Usually where a member might have a single ability that makes them useful, other guild members will train each other to be able to use their ability to some degree which strengthens the trust and overall effectiveness.

Most guild members are proficient with some kind of weapon, usually a dagger or short sword though there is at least one guild that specialises in using modified crossbows for deadly effect.

The 'Wings' are a guild that specialises in movement of information undetected. They pick certain jobs and will contact the potential employer though the Wings themselves are virtually never actually seen either by employer or receiver of the information.

If you have a dispute with a guild member, even not knowing their affiliation will not save you, starting trouble with one brings the wrath of the whole group.

Social Structure:

Guilds usually centre around a single leader and a strict hierarchy around that one person. Dissension within a guild is silenced quickly as conflicting ideas or goals would mean the death of the whole. Fear and respect are interchangeable words when talking about leadership, either means that the Master stays in a position of power. Only through the death of the Master will another take his / her place (though assassination isn't out of the question in order to achieve this).

The guilds have many informants or spies that though aren't actually a part of their collective, are affiliated with them. This means that the guild doesn't ever need to interact with the worlds around them though they have been known to go to taverns or other places out of uniform and posing as a lay city-dweller.
Spellweavers:

Like the guilds, spell weavers come from many worlds that raw mana is more dense. These humans have an innate ability to interact with mana while it is in this non-matter state. This gives the Spellweavers the ability to manipulate this energy into healing or destructive forces.

Some spellweavers prefer to stay together and have built cities around their collective ability. The pyromancers are the perfect example of this. Other lone spellweavers are known as 'rouges'. They move from place to place to expand their knowledge but their allegiance is never known.

The pyromancers are known to have knowledge of cross-world travel and are also known to possess the ability.

Physical:

The pyromancers are known for wearing black robes of lose fitting light material. They are often edged in red and carry their symbol on the front of the hoods. Masters can have different dress, more exotic designs and shapes though the colours of black with highlights of red are persistent. Slaves and slave Daemons have simpler robes and often have a black ribbon tied to their 'stronger' arm, this is both to signify which family they belong to (as the ribbon contains a mana trace of the master) but also to signify to the master which arm the slave would use on the unlikely chance he casts against his master.

The pyromancer humans have normal variance of hair and eye colour, though over-use of mana bleaches the hair to a pure white colour though no other outward side effects of mana abuse manifest.

Once a Pyromancer has performed the 'First Blood' rite and has a daemon, this is the only time that they may wear red. Before this (and before the age of eighteen) they may only wear black.

Daemons will always have crimson red eyes and hair though body shape, skin colour are dependant on the human that was sacrificed to create them. Daemon robes are simple when living within the city walls but some Daemons that have the job of assassination will wear tighter fitting black clothing edged in a lighter grey, they maintain the hood and also still have the black ribbon.

Habitat:

Many spellweavers live in small villages close enough to larger groups of humans but far enough away that the unknowledgeable humans don't have to cross paths with them and thus attack them through ignorance.

Villages are usually uniform, designed around the concept of each spellweaver helping another, there is usually little to no need for privacy or secrecy so the small huts rarely have doors. Their towns and villages are usually protected by spell-shield as to keep the weather at bay.

The Pyromaniacs live in a walled city that is built up against the side of a mountain, it is completely impenetrable by either spell or force.

Traits and Abilities:

Spellweavers are the most notable Mana users within the Illitus, though other races may be more in-tuned with Mana, most do not use it as freely and as willingly as the human spellweavers.

Talent in spellweaving (also known as casting, channelling, directing etc.) varies and the natural ability is not the only constraint on a weaver, some have an innate ability to weave Mana into a form usable in spell craft where as many others go through years of training.

The pyromancers have the ability to sense the potential of a young human to be able to channel Mana. Those that fail this 'quality test' are discarded and are left outside the city walls at the age of five.
With simple movements of hands and with great control of mind, spellweavers can produce fire from seemingly nothing and rain it down upon a defenceless person. They can knight the fibers of matter and tissue back together to create a great healing bond on damaged bodies. They can tear holes in the fabric of reality and step from one world to another or even change one substance into another.

Social Structure:

Most of the spellweavers live a communal life just outside of the large cities and employ their services to those that require it. Many are nice and only ever wish to help. These communal villages have no real hierarchy or structure and big decisions are decided with a large village meeting where everyone of age gets a say.

The Pyromancers are an exception to this. Their city is walled, they consider themselves superior in ability, knowledge and existence. They shun other humans unless they plan to take their lives. They have a rigid hierarchy where a council of family representatives makes decisions. There are four families that make up the council and the eldest male and female will sit (making a total of eight voices in any one meeting). Every pyromancer has a daemon (a being made of Mana) that does their bidding.

At the age of eighteen, each Pyromancer performs the 'first blood' rite and must take the life of something in order to create their Daemon. Most will take an animal but those members of the four families take a more complicated route and take lives of humans along with other creatures to create a truly deadly Daemon minion.
Wild Elves:

The wild elves live high upon the mile-high trees and virtually never venture closer to the ground. This means that they need to gather water from the natural formations within the trees. They are a very spiritual people believing that every plant and creature have a soul that must be protected though unlike other elf races, the Wild Elves are known to allow for animals to be culled for food. The bodies of these fallen creatures will be completely used for eating, medicines and other such things, nothing is ever wasted.

Physical:

The wild elves have a singular style in their appearance, they are all tall, thin and fair of skin as they live in relative shade for most of their existence. They eye colour is usually shades of greens and browns, their hair ranges from blond to mid-browns. They have pointy ears that are slightly smaller than other races of elves. (though their hearing and senses is shaper than their brethren). Hair is usually left to flow and adorned with small sticks, vines or leaves to help camouflage the elf into its forest environment. Their clothing is only made of natural flora. Plants, vines, leaves (some of which measure up to 3 meters across), they never use animal hides or fur though will carry a pendant with a claw or tooth of an animal they have ended the life of (as to never forget their actions). The wild elves often go bare foot and never wear gloves as to be in constant sense with the environment around them, clothing is minimal, tunic and shorts / short trousers for males and smaller tops and skirts / shorts for females. It is also quite common for elves that have particular connections with their green environment to gain slight greenness to patches of their skin.

Habitat:

Elves normally live within the forests of each world but the Wild Elves live on a jungle world. The trees are over a mile high all over the surface of the world. They live towards the top of the trees, running the length of branches, swinging through vines and using their created rope bridges when within their villages.

Lower down in this world, where light doesn't penetrate, there are creatures and plants that give off light. It is a coming of age rite that a young elf must venture down into these dangerous dark depths and bring back a living plant from the darkness.

The elves live in village structures built of wood and vine. The elves shape living trees into the base of their houses then use falling branches to make up the floors and walls, leaves usually make up the roofs as they are the most waterproof structure.

Traits and Abilities:

The wild elves have possibly the most acute natural sense of all races. They can hear subtle differences between two animals of the same species from over a mile away. They notice slight changes in insect movement patterns, can tell when the weather is going to change days in advance and can 'feel' the presence of all living things.

They have extremely fast and agile movement and reflexes. They are so fast that it is believed that they are psychic with the ability to tell the future.

Many elves know very much about their surroundings, which plants or animals can be used to produce medicines that can heal even the deadliest of poisons.
Not a warrior race, the elves try not to fight and thus are seen as weak by some other races, though when the elves do go to war, many thousands appear as if from nowhere and gather ready to protect their brothers.

Social Structure:

The wild elves contrary to their name are well mannered and have a loose social structure. They respect their elders and their herbalists. Around them, their small societies are formed.

The elven calendar has a separation every three years. All elves born within the same band of those three years are 'soul-bound' to each other and it is common for them to pledge their lives to each other. In sport and play, these bands will often compete against each other.

When the last year of the three in a cast reaches 100 years old, all elves in that cast are assumed to be wise enough to take the trial. They must travel around the whole world and chronicle their journey, upon return, they are considered elders.

Lei of Nihility

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PostPosted: Fri Jun 24, 2011 4:29 am


Type: Art
Subject: race examples/char art : Tok'rin (rabbit folk)
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PostPosted: Fri Jun 24, 2011 8:16 am


My first attempt. I fear I've jumbled it all together, but I'm not done anyway. Forgive me, but I'll have to finish it when I have more time available.
Till then, this is what I've got so far....

Writing and Sample Art
Physical Description of Merfolk

I imagine a being that lives in the very depths of the ocean, and look like they could surface from the depths of your nightmares. The location of all their limbs is the closest similarity they have to a human form, but even those bear little resemblence. The merfolk are slim and impossibly flexible, their long neck able to twist to impossible angles. Their thin pointed faces are completely split by a lipless mouth, filled with pointed teeth and a long tounge. Their narrow, slanted lidless eyes give the disturbing impression that even when they're asleep, they can see everything that's transpiring around them, making them almost impossible to attack, should anything be so brave. Or foolish.

Their body is made up of curving lines and sharp points. Bony shoulders flow down to impossibly graceful arms, ending at their 4 fingered hands, with webbing between the fingers.
From how easily their limbs bend you could almost believe these creatures boneless. In fact, they are very delicately built -their weakness- and therefore rely on numbers to supply for food and, more importantly, their fun. These are not the storybook merfolk, beautiful and inviting, alluring creatures to fantasize about. No, the only thing these beings have in common with the stories is their singing voice. It truly will entrance any who hear it, and send the unfortunate victim into a blissful stupor, leaving them easy game to be played with. The merfolk are cruel, vindictive, and do so like their sport.

They do have genders, but it seems only they can tell each other apart. They have no sense of smell, and are instead very sensitive to light, heat, and motion. They cannoy speak, but can communicate with clicks, moans, and whistles, very much like dolphins, though unlike the dolphins they are cold blooded. Babies come from eggs, and to insure the mother does not eat them when they hatch the father must take them and hide them well. If he is successful, two days after they've hatched, when their eye colours solidify from their original blind milkiness, it is safe to return them to the "community". The women will not eat them at this point, considering them to be part of their group
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Sir Winter


ronnie92

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PostPosted: Sat Jun 25, 2011 3:14 am


Type: Art
Subject: race examples/char art : Idolon

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and an another version (drawing magic isn't one of my best areas, so I made two versions. I prefer the non-magic one but either one is fine by me)
PostPosted: Sat Jun 25, 2011 4:59 am


Type: Art
Subject: race examples/char art : human (warrior clans)
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Subject: race examples/char art : ork
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ronnie92

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Lei of Nihility

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PostPosted: Sat Jun 25, 2011 7:53 am


ronnie92
Type: Art
Subject: race examples/char art : Idolon

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and an another version (drawing magic isn't one of my best areas, so I made two versions. I prefer the non-magic one but either one is fine by me)


The version without is better in my opinion, I'll be writting something on Mana soon. Explaining how 'magic' works in the Illitus.
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