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The Roleplay = Part 1.5
The Roleplay = Part 2
These are original races designed by RPers and in order to be these races you must send the profile to both them and me, also do ask them permission before creating the race so you don't make a profile for no reason.



Custom Race Skeleton: Please fill this out and send it to me for approval.
[b]Race Name:[/b]
[b]Racial Abilities:[/b]
[b]Common Traits:[/b] (What kind of unique features do they have?)
[b]Life Expectancy:[/b]
[b]History:[/b]

Dedicated Hunter

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Race Name: Ta'Ravals
Racial Abilities: Camouflage, Can create beautiful auroras when they dance painting some of the most beautiful images known, excellent balance and flexibility, Sturdy teeth, enhanced physical strength.
Common Traits: Small horns on their heads, sharp fangs that protrude slightly from their mouth even when closed. Long sharp black nails.
Life Expectancy: Average around 250 Years Life Span, However some Ta'Raval have been known to age passed 300.

History: Ta'Ravals were a race that were highly regarded as beautiful creatures often appearance wise they are extraordinarily beautiful known to be extremely peaceful and hospitable to visitors of their village, they enjoyed dancing and singing when a time for celebration came and simply enjoyed their own lives of hunting prey and making friends. Ta'Raval had many close friends whom they relied on but none more than the Shin-Baian Royal Family whom existed many miles away from them but nonetheless would always send tools and gifts from their city and the Ta'Raval would do the same in return. They would sing songs of hunting, and teach travelers the way of their race and how happy they were to have a guest before sending them off.

However the day came when they were deemed to dangerous by the Crusaders of the Elven Kingdom as well as the Humans and would remove their horns forcibly killing them, this process was both extremely painful as it was fatal, they would not simply stop at the stubs but would carve into the head itself to dig them out cutting them out of the skull. This was one of two reason the race went into hiding masking their disappearance as dying out and in 80BM the race was official declared extinct and from then on a Ta'Raval was never seen again. The race existed in isolation in an underground city directly below Shin-Ba, under the protection of the one person the Ta'Raval Leaders could trust...the Shin-Baian Emperor...this also serves as the explanation behind why the race survived the miasma as it was also protected by the barrier in Shangri-La City which held the entrance to the Ta'Raval civilization via a lift that could only be accessed by the Royal Family. The race would remain in isolation guarded by the Shangshin Royal Family...until the day came in which Alice was exiled to the surface world...The Ta'Raval have been declared as an extinct race since 80BM.

Known Enemies: The Humans & The Elves, the Elven race declared the Ta'Raval to be a threat due to their large population and deadly skills as hunters and predators and began eliminating them with the help of the humans. Carving the horns from their heads due to a religious prejudice against their horns under the Crusader's belief the Ta'Ravals were evil entities from The Abyss...
Known Prey: Ta'Raval were carnivores, meat eaters but never did they attack other races and resorted to the thrill of the hunt catching their own food for fun and survival in the forests around their villages were known to be located.

Username: Oz Monokai

Dedicated Hunter

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Race Name: Fís Cinniúint (Fate Seers)

Racial Abilities: Phasing, Supernatural speed, extreme resilience to pain, random foresight into the future
Common Traits: Appearing to be extremely pale humans, they are more akin to the Yokai as they are spiritual beings. Comprised of ether and emotion, many view them more as spirits than actual beings. Eye colors tend to be very striking, and most wear masks with extremely contrasting and vibrant colorations
Life Expectancy: In theory a Fís Cinniúint could live indefinitely, due to being mostly beings made of ether. However, the strands of Fate have not allowed any past the age of five hundred.
History: From their conception, the Fís Cinniúint have had a special connection with fate. As they coalesced as a civilization, they quickly discovered that the universe moved according to a given set of plans, that fate was woven together by strands of life and chance. As they delved deeper into this foresight, a division of their race occurred. The split was between those who would shape fate, and those who would follow it. The ensuing war was devastating, but in the end there was little debate as to who would win. The Fís Cinniúint stood victorious, and they hunted down every last man woman and child to prevent the heretics from mucking with Fate’s Strands.

To this day, every member of this race serves their role in the grand play. Those who lead bands of Fís Cinniúint in combat are know as Spiorad Bháis, and the title replaces both their name and their identity. Little of what they were beforehand remains, and the role consumes them until either death, or their duty is finished.

Most worship Fate, as well as death, and can be considered True Neutrals. They obey no laws but their own, and any divergence from this code results in excommunication and death. While this may seem harsh, they must protect Fate’s Strands, lest they be abused.

Username: West Noite

Dedicated Hunter

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Race Name: Syverie
Racial Abilities: Flight and the ability to transform into a weapon, shield, or piece of armor are both abilities that the Syverie possess.

Common Traits: By nature, Syverie appear to look like any ordinary angel. Upon further inspection, one would find that the silvery wings of the Syverie are not comprised of an organic material at all. In fact, the wings are surprisingly made of real silver, yet still hold the capacity to stimulate flight. Syverie themselves are very durable.

The personality of each individual Syverie is typically determined by the form a Syverie takes in its transformed state. Weapon-based Syverie tend to be more aggressive whereas Armor and Shield-based Syverie are more protective. The name of a Syverie is etched into the item to transform into. The Syverie view themselves as a sort of property. Each Syverie is extremely loyal to their "master" and will stand by their side until either their master or they themselves have perished. When their master has perished, a Syverie will transform back into its object state until a suitable master presents him or herself.

Life Expectancy: The life expectancy of a Syverie is currently undetermined due to the rarity of the species, but it is inferred that they may live forever or until they are slain by another race.
History: The Syverie are a poorly understood race. It is currently under suspicion that the Syverie are as old as the Arc Nova itself, though no contact is possible due to the dormancy of the race. It is assumed that the Syverie are not the owners of the ruins they are found in, instead it is presumed that the ruins belonged to a higher race (Volken).

Created By: Applefingers

Diehard Lunatic

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Race Name: Jaroneskur, though they are mostly known as Dwarves
Racial Abilities: Dwarves are naturally resistant to Ether Magic, their souls producing their own mana. This restricts their ability to harness mana as other races do, though it also provides them the ability to traverse realms away from Arc Nova. They are able to create Runic Enchantments, which can bend the very fabric of spacetime at their height. Given their innate ability to do this, almost all dwarves are craftsmen of some variety.
Common Traits: Dwarves are usually stout and durable. Usually in the range of four feet tall, they have immense constitutions and a natural love for the underground. Most seek out the company of others, and as such they tend to group in large holds or cities.
Life Expectancy: 500-1000 years
History:
The Jaroneskur kingdoms were ancient realms of progress and industry, reaching deep into Arc Nova’s crust. Although the dwarves have existed for thousands of years, their lives deep beneath the surface have made it difficult to match their history up with events on the surface. It is believed that their decline did not begin until part way through the Magtech Era. Twisted constructs of flesh and dark magic laid siege to their cities. Despite having existed centuries, the raw bulk of the nightmarish creatures stormed hold after hold until the Jaroneskur people fled, using a bifrost to escape to another world entirely. Dubbing this new home Nidavellir, they rebuilt and reestablished themselves.

Despite the losses in Arc Nova, dwarves are a stubborn race, and many holds refused to yield to the creatures attacking their home. These bastions of jaroneskur civilization held out until one remained, Khazabryn. The city surprisingly lasted up until Phantoms helped the Nameless take down the city in 2110 AD, when the remaining survivors were forced to flee to Nidavellir.

Due to the actions of a surface dweller adept with ether magick, the Jaroneskur gathered and discussed what was to be done about Arc Nova. though they had spent close to two thousand years ignoring the darkness filled world, the effort of the Wubmancer restored some faith in it. If there were still those there willing to fight against such evils, then their honor dictated action. Bands of dwarves now gather to retake their lost homes, starting with Khazabryn.

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