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ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 7:09 pm


Here is the information on Humakin

Table of Contents
1. Starter post
2. General info
3. Races
4. Magic
5. Occupations
6. Finding the Artifact
PostPosted: Sat May 23, 2009 7:12 pm


General Information


These are what you call the general population of the world. What the Kulgenki bond to. Humakin is just a general term, as they come in all sorts of races, but they all take on humanoid traits of sorts. Humans, elves (high, wood, drow, ect), dwarves, halflings, orcs, goblins, vampires, lycanthropes, anthromorphic, and more. Over all, there isn’t much racial tension between the various races, but there can be some biases here and there. Still, which side the Humakin is on is something that another Humakin is more likely to be discriminatory about than what race they are.

Your humakin character(s) can be almost any race, though races not listed below must be confirmed with staff first. Also, your character must be an original character.

But please do not make a character that has been around since the war started. Yes there are a few immortals on the list of races in terms of aging, but this is just to make things a little more simple.

ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Sat May 23, 2009 7:22 pm


Races


Humans: Basically what you would think a human would be. No more, no less. Humans live as long as they do on Earth - average lifespan is around 70.
Elves: Elegant folk with pointed ears. Elves are immortal when it comes to age and stop aging when they appear to be young adults-middle aged.
High elves: They tend to be lighter in skin tone and hair color than the other elven subtypes. They're also generally the tallest of the three, and are known to be well attuned to magic once they've found their Kulgenki.
Wood elves: Elves that generally love the forest and nature and prefer to live amongst it. They're a little shorter in stature compared to their elven cousins.
Dark elves/drow: Drow have darker skin tones than the other elven types. And tend to have an air of mystery about them. Ages ago, a drow would almost never be seen on the surface. Time has past since then and they feel quite at home on the surface just as any others. They have no sensitivity to light any longer because of this as well.
Dwarves: Stocky and short, yet quite strong. Males will pretty much always have a beard. Dwarves are best known for their craftsmanship. Like the drow, long ago they were said to live almost strictly underground. Nowadays, this very much isn't the case. A small few have even embraced the sea.. something that would never had happened in the past. Average lifespan of Dwarves is around 350.
Orcs: Strong and normally dark/greenish skinned folk who tend to have some violent tendencies. They often are seen to be less intelligent or more barbaric than other races. Orcs live about as long as humans do.
Goblins: Another small race. They can be rather resourceful, but many others look down at them, seeing them as easily manipulated and dim witted in general. Goblin lifespan usually reaches to around 60 years in age.
Vampires: Undead creatures of the night who live off of blood. They cannot live in sunlight (nor do they sparkle…). They are also highly sensitive to things considered 'holy'. Other races tend to be a little wary of them. Unable to produce offspring, but may turn other Humakins into a vampire if they so wish. Any other Humakin type with exception of lycanthrope may become a vampire. Vampires, like elves, are immortal. They stop aging at whatever age they became a Vampire.
Lycanthrope: A Humakin that is able to shift into some sort of animal. Most common is a wolf. Able to shift at will, however may go into a rage on nights of the full moon. Because of this, other Humakins will tend to be wary of them on such nights. All lycans are deathly allergic to silver. With exceptions to anthromorphic and vampires, all other races may become lycans. Lycanthropes have an extended lifespan from whatever their other race is. They generally live about twice as long.
Anthromorphic: Basically an animal with humanlike features. Variance of how humanlike they are differs. Taurs are a subcategory of these. The average lifespan of anthros vary greatly, depending on the subspecies. They either have the life span like a human's, or about twice as long.
Halfling: Small folk who tend to be nimble. These guys live to around 300 years in age.
Halfbreeds: Any mix of any previous mentioned race. Half elves and half orcs are the most common amongst these. You may not be half vampire or half lycanthrope. For those races, you either are or you aren't. The average lifespan of these folk depend on their lineage. It's generally somewhere between the two races they belong to. So a half elf-half human will live longer than a full blooded human, but they still age and will eventually die of old age.

Other races may be added. If you have a race idea, let me know.
PostPosted: Thu May 28, 2009 11:53 am


Magic


A Humakin is only able to access magic when his or her Kulgenki has awakened. Initially, they'll only be able to tap into a few skills to use in battle, but with a good amount of practice, they may be able to find that they have other uses for magic. Most Humakin who do will end up focusing magic in one area, essentially giving them one or two additional abilities that are NOT for battle purposes. Some abilities granted might also be more passive ones.

Here is a list of possible magic types they might be able to use with practice

Telekinesis - Moving things with your mind
[element]kineses - Manipulation/creation of [element]. You must have a kulgenki of the corresponding element to have it though. So a fire kulgenki for pyrokineses, a water kulgenki for hydro or cyrokineses and so on.
6th Sense - Able to communicate with the dead
Levitation - Able to levitate a few feet the ground
Enchanting - Imbuing magic to items *restricted as this is something that requires a great deal of practice
Animal empathy - Able to understand animals at a greater level. Not quite to where you could speak with one but close.
Physical enhancement - This might come in a number of ways. But it's basically where the Humakin is enhanced in some way with their body, whether it's their senses, or ability to do some feat (running, swimming,ect)
Conjuration - Creation of objects seemingly out of thin air. This isn't entirely true as the conjurer must use materials around him/her to create whatever they're bringing forth. This is an ability that takes a long time to master; most novices are only able to conjure small objects.
Illusions - Making things seem not quite as they are *restricted

There are a number of other abilities and such out there. If you would like something that isn't listed here, contact a staff member to see if it would be alright to have such an ability.

ToT Ronin
Vice Captain


ToT Ronin
Vice Captain

PostPosted: Thu May 28, 2009 11:54 am


Occupations


There are many types of people in the world, and it's the same case for Muranthia. Below is a list of various occupations that your Humakin may have.

Note that your character may have an occupation not listed here; these are just examples and the like.

Occupations in Muranthia

Artist
Architech
Blacksmith
Merchant
Farmer
Barkeep
Researcher
Thief
Assassin
Spy
Hunter
Alchemist
Inventor
Textile person
Bounty Hunter
Soldier
Teacher
Miner
Herbalist
Potter
Librarian
Entertainer
Breeder
PostPosted: Wed Jun 03, 2009 7:49 pm


Finding the Artifact and Manifestation


A Humakin is naturally drawn to the artifact holding their Kulgenki. Some may realize what it is upon first sight, but others may not. However, no one else will know the nature of the artifact until the Kulgenki is awakened.

Some artifacts are ones that the Humakin might inherit from their family. Some might be received from a friend or other loved one. Others might be randomly found.

Typically, when the Humakin is within 5 feet of the artifact for the first time, the artifact will give off a slight aura. This aura would typically be only seen by other Kulgenki or by some strong Humakin. Once the Humakin touches the artifact for the first time, the aura will envelope both the item and the Humakin. A few moments in, and the developing Kulgenki will manifest for the first time within a few feet from its Humakin.

However, in more dire situations, the Kulgenki might awaken if the Humakin is just within the five foot range.

Sometimes the Humakin will name their Kulgenki on their own, but other times the two will work together to figure out a name for it.

Once an item has been discovered to be a Humakin's artifact, it rightfully belongs to that Humakin. In some cases, the item may 'belong' to someone else before the Kulgenki awakens. The former owner should give the artifact to the Humakin, but in a few rare cases, they may be a bit adamant about giving it up.

ToT Ronin
Vice Captain

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