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Serpentsong's Fae'jinn (Flatsale: OPEN) Goto Page: 1 2 3 ... 4 ... 26 27 28 29 [>] [>>] [»|]

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serpentsong

Aged Survivor

PostPosted: Wed Aug 24, 2011 12:14 am


~ A World of Magic: The Fae'jinn ~


~ Their Story ~
PostPosted: Wed Aug 24, 2011 12:15 am


~ A Culture Written in Smoke ~


~ Colorist Rules ~

Quote:
- Two flatsales and two custom openings per month

- Three Fae'jinn per flat/opening

- Two freebies may be given out in a month

- No edits beyond light edits, and these must be done free of charge


~ Racial Rules ~

General Rules
- The Fae'jinn are nearly pure magic, and can use all kinds of elemental magic. Though they specialize in the elemental magic of their particular sect.

- The Fae'jinn are able to take on a full fae form for breeding and everyday activities, though it is not a favored form by far. The fae form has legs and is not different than any normal fae, where as the true form allows the Djinn to float in the air.

- Though the more ethereal of forms is the preferred form of the Djinn, it is also the most costly in terms of energy spent. A Fae'jinn that remains in this form for long periods of time without rest will tire faster and be weaker in combat.

- The culture of the Fae'jinn is separated into four elemental sects. (Earth, Air, Fire, and Water) Each Sect can be identified by the color of the smoke that trails behind the Djinn in their true form.

- The Fae'jinn have a strong connection to their possessions, so much so that it is believed to contain a part of their soul. It has been told that the best way to capture a Fae'jinn is to find and item of that Djinn and keep it hidden on your person. The Fae'jinn will seek it out, and do what they can to retrieve it.

- If a Djinn is mated to a normal fae, this relationship will be a rocky one at best. The Djinn will always be trying to find some way to get back the possession that was taken from them, even if that means having to lie to their mate. It is a relationship of give and take, quite literally.

- The Fae'jinn are considered to bring good luck to any fae that is able to capture one.

- The Fae'jinn are tricky beings. They are manipulative and cunning, and will take on a master in order to manipulate them towards their own personal ends.

- The Fae'jinn are very much a living race. Their powers coming from the magic of nature and the world around them. It is because of this that breeding/mating to undead races (Vampires/Zombies) should be rare. It is by no means forbidden, but it will create weaker babies. Weaker even than those born of mixed races. The lack of life in the other partner cutting the magic of the Djinn in half.


Sect Rules
Earth (Druids/Hunters)
- Earth Fae'jinn are identified by the greenish trail of smoke they leave in their wake. This smoke can be any shade of green from a pale yellow to a deep teal. The more purer the color of the smoke the more prized/pure that particular Fae'jinn would be to the sect.

- Earth Djinn are the keepers of flowers, trees and the destructive forces of nature. Like the forest, they are calm and collected on the exterior, but if one were to cross them, they would soon see that this rose has thorns. Earth focuses on being one with nature, communicating with animals and using herbs to cure injuries

- Most Earth Djinn are neutral in alignment, the dark and light of their element showing forth in their personalities.

Air (Seers/ Psychics)
- Air Fae'jinn are identified by the light blue/gray trail of smoke they leave in their wake. This smoke can range from a deep dark gray like storm clouds, to a pale blue white, like heavenly clouds.

- Air Djinn command the power of wind, hurricanes and typhoons only a small amount of the power they can muster. Being beings of the heavens they are the seers and psychics of their world; the sages. Pillars of endless knowledge, they are like fountains ready to spell forth their information for the greater good.

- Air Djinn are of good alignment. They will use their powers and knowledge for good, or at least what they perceive to be good. They are not unlike the other Fae'jinn, it is just their attentions are not 100% personal.

Fire (Warriors)
- Fire Fae'jinn are identified by the red trail of smoke they leave in their wake. This smoke can range from an orange/yellow, to a deep fiery red. The bright the smoke in the case, the more pure/prized the fae'jinn would be to the sect.

- The fire Djinn are the warriors of their race. The first to come to battle, the first to shed blood if need be. They are ruthless and self centered. They will fight to preserve that which they see as theirs, but if someone gets in their way, it is their head. Wielding the power of fire, they have all the force of an erupting volcano.

- Fire Djinn are normally of ebil alignment. Their self-centered views and hot tempers making them very hard to deal with. This is not to say there are not those the break the mold, but the warrior spirit and thirst for blood is deeply engrained in them.

Water (Healers)
- Water Fae'jinn are identified by the blue trail of smoke they leave in their wake.

- Water Djinn are as calm as the sea. They are easy going and some can even call them lazy. They are content to spend their says sunbathing in a stream or bathing in a brook. Commanding the element of water gives them the ability to bring in the tides, or even drown the land in a dreadful tsunami, though they would never be ones to do such things without provoking. Their main calling is in that of manipulation., like the water they rre able to adapt and change themselves into almost anything. Be it the sweet girl next door, or the sultry temptress.

- Water Djinn are mostly all neutral in alignment, their shifting ways, and ever changing persona, making them very hard to read.



Breeding Rules
- The Fae'jinn thrive on purity, their main goal is to mate and breed with those that are like themselves (Other Fae'jinn). To allow one's self to fall in love, or be mated to any other race is to surrender one's freedom and become a 'slave' to that mate/master.

- When Fae'jinn from different sects breed together the children are born with smoke trails that are a mix of both parents colors. They still have their own sects they are apart of, but it shows that they are the product of mix sect breedings. This is not frowned upon in any way in Fae'jinn society, it is more a fact of life.

- Pure bred babies (Those born of two Fae'jinn)are stronger than those created in non-pure couplings (Those born of a Fae'jinn and another race). children of non-pure couplings are looked on as lesser, and while they still wield elemental magic, it is not as strong as their pureblood siblings.

- Pureblood Fae'jinn are born of magic, their form coming in the form of the mythical lamp that will begin to emit smoke the closer it comes to the Djinn's birth. Half breed Fae'jinn are not created in this way, and are created through more traditional matters. (Born as eggs) It is because of this that these mixed blood Djinn have a stronger connection to the earth as a whole.

serpentsong

Aged Survivor


serpentsong

Aged Survivor

PostPosted: Wed Aug 24, 2011 12:17 am


~ A Life Bound in Chains ~


~ Prices ~

Flatsale Price: 20k
Custom Price: 30k


~ Flatsale Previews ~

(Flatsales will be flaffle based. Please post a preference list)

User ImageUser ImageUser Image

1. Fire Male / 2. Earth Male / 3. Air Male
PostPosted: Wed Aug 24, 2011 12:19 am


~ A Soul Full of Pride ~


~ Fae'jinn Customs ~


Custom Rules
- Please only post custom form when slots are open, any forms posted when slots are closed will not be counted.

- Only one form posted at a time. There will be plenty of opportunities to get customs.

- Fill out the form completely. If you do not care what colors are chosen, please put CC in that spot.

- Customs will be CCed every time. If I do not think I can do your request justice, I will let you know so you can change it before I choose to give yo a better chance.


~ Openings ~

(Custom Price is 30k)


Quote:
1.) Strawberri Stardust
2.) DarkHikari
3.) Rein_Carnation


~ Form ~

[b]Owners Name:[/b]
[b]Fae'jinn's Name:[/b]
[b]Gender:[/b]
[b]Specialty:[/b]
[b]Body Color:[/b]
[b]Hair Color:[/b]
[b]Eye Color:[/b]
[b]Element Choice:[/b]
[b]Jewelry Jewel Color:[/b]
[b]Jewelry Metal Color:[/b]
[b]Pattern:[/b]
[b]Extra:[/b]

serpentsong

Aged Survivor


serpentsong

Aged Survivor

PostPosted: Wed Aug 24, 2011 12:22 am


~ Drop Offs ~
PostPosted: Wed Aug 24, 2011 6:13 pm


Prefs: 2, 3, 1

Artymus
Crew

Feral Krampus


Aria Starstone

Sexy Goat

32,115 Points
  • Friend of the Goat 100
  • Wintersday Bard 50
  • Enemy of the Goat 25
PostPosted: Wed Aug 24, 2011 6:17 pm


Prefs: 2, 3, 1
PostPosted: Wed Aug 24, 2011 6:20 pm


1, 2, 3 please~!

Noir Songbird
Crew

Dramatic Senshi

18,425 Points
  • OTP 200
  • Hero 100
  • Magical Girl 50

Ashia Dangereuse

6,550 Points
  • Befriended 100
  • Friendly 100
  • Citizen 200
PostPosted: Wed Aug 24, 2011 6:23 pm


1,3,2
PostPosted: Wed Aug 24, 2011 6:24 pm


2,3,1 Please!

[Mistress Morbid]

Trash


Pixy Max

Aged Inquisitor

7,325 Points
  • Survivor 150
  • Happy Birthday! 100
PostPosted: Wed Aug 24, 2011 6:24 pm


3, 2, reroll
PostPosted: Wed Aug 24, 2011 6:49 pm


SSBrosM's prefs: 3, 2, 1

KoopaTroopa18

Dapper Gekko

5,100 Points
  • Bunny Spotter 50
  • V-Day 2011 Event 100
  • Treasure Hunter 100

Lady NightxShade

Dapper Enabler

8,850 Points
  • Millionaire 200
  • Treasure Hunter 100
  • Profitable 100
PostPosted: Wed Aug 24, 2011 7:08 pm


3,2,1 sil vous plait.
PostPosted: Wed Aug 24, 2011 7:24 pm


3,1,2 heart

Shadrya

7,250 Points
  • Befriended 100
  • Person of Interest 200
  • Hygienic 200

acyfaust

Dangerous Sex Symbol

PostPosted: Wed Aug 24, 2011 7:25 pm


3, 1, 2 please <3
Reply
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