Playable Races: Difference between revisions
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* '''Approval Process:''' Mixlings can be created at any time, provided you have enough coppers to cover the cost (3000c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage. | * '''Approval Process:''' Mixlings can be created at any time, provided you have enough coppers to cover the cost (3000c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage. | ||
== Custom Races (Limited, Conditional/Paid) == | == Custom Races (Limited, Conditional/Paid) == | ||
Custom Races are unique races created by players, which can range from known fantasy races like faeries, dragonfolk, or vampires or completely player-created. Players can design one-off characters from their created race or provide detailed descriptions so that others may join characters from their submitted race. At this time we do not restrict creations, meaning there may be several different interpretations of common races (like dragonfolk) | |||
== Paid Customization Options == | == Paid Customization Options == | ||
Revision as of 21:24, 25 July 2024
Below are options for playable races we currently offer; additional races may be discovered, added, or unlocked through game progression, special events, and more! If you have an idea for a new race you'd like to see added, please let us know using your private support channel. While we can't guarantee we can add it immediately, we will definitely keep it in mind and see where it might fit in in future; in the meantime, you may be able to join a character from this race using the Custom option explained below.
Important Note: "Paid" indicates that something can be unlocked through the use of in-game currency, which you will earn through posting, participating in events, etc. If there is something you really want but can't afford, contact Signe and she can assist you by either providing opportunities for you to collect the additional currency needed or set up a way for you to unlock what you want through in-game participation. You will NEVER be asked to pay any form of real-life currency in order to access ANY aspect of the site.
Core Races (Unlimited, Free)
We currently offer two Core Races, which can be joined for free at any time; there is no character cap for these races, so you can join as many as you feel comfortable playing!
Humans
- Human characters may originate from Old Ognos, any Five Faction kingdom, or any other planet/time/place.
- Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our Known Areas through various methods.
- If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Human upon arrival. The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
- Humans typically have both a first and last name; this is not required (it's fine to join with a single name), but would be considered the norm socially.
- Most humans are born with the ability to summon and control a small number of nanites; these allow for very minor interactions with the environment, for example, forming a small temporary bandage; behaving like telekenesis for small/light objects; or acting as a weak scanner.
- One's control over their nanites is typically at its most unstable during puberty and strongest in old age. A user's condition can also change how strong their control is; for example, some people experience stronger/smoother control while pregnant, others might lose control of their nanites easily if stressed or upset. This varies from person to person; one person's weakness might be another's strength and vice versa!
- Characters can upgrade their nanites through the Character Progression System, allowing for stronger, smarter, and more numerous nanites for various purposes.
- Humans typically cannot use magic or shapeshift.
Humans from Old Ognos
- Humans were once the dominant force in Ognos with larger, more concentrated populations and higher social/political power; they held primarily leadership positions in all five of the Old Ognos territories with many families having held the position for generations, and in their territory their power was second only to the High King's. As one might expect, this lead to many opportunities for corruption and cruelty against their subjects -- especially Valka.
- Humans had a very strict and rigid class system; wealthy nobles had more social power but fewer liberties than the poor commoners.
- Human society was heavily patriarchal, with men and boys having greater social privileges and autonomy than women and girls. Women were generally unable to inherit titles and positions, and were considered the property of the men in their lives (typically their father or eldest brother, then their husband). This was the case even for same sex couples, who were "managed" by a male relative.
Customization Options + Free Appearance-Only Trait
Typically, Humans will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted. Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.
Each character may also be joined with a single appearance-only trait for free; these are traits that provide no offensive or defensive capabilities, but alter your character's appearance in some way (often using technology, surgery, or other "high tech"/scifi manipulation of the body).
- Options might include, but are not limited to:
- Cybernetic eyes - Allows for various colors, shapes, or artistic designs that don't provide enhanced vision
- Cybernetic hair - Hair that can change color or looks unusual, like flowing tentacles or fiber optic strands
- Luminescent skin - Skin that faintly glows or has embedded LEDs to create decorative patterns
- Holographic tattoos - Tattoos that appear to move or change shape on the skin
- Metallic-colored skin/designs - Weak, shiny metallic coating on parts of the skin for aesthetic purposes
- Embedded jewelry - Cybernetic jewelry like ear studs, facial piercings, or body chains that are surgically embedded
- Programmable hair/eye color - Ability to change hair or eye color on command through cyberware
- Decorative subdermal lights - Small lights embedded under the skin of the scalp or face
Valka
- Valka characters may originate from Old Ognos, any Five Faction kingdom, or any other planet/time/place.
- Most characters will reach New Ognos via ship, arriving in our primary city (Pyronmouth), but they can technically arrive in any of our Known Areas through various methods.
- If they came from another time/planet/place, they may be whatever you want (an animal, rock, flower, alien, etc.) before they arrived as long as they become Valka upon arrival. The trip to New Ognos is usually due to a portal or trap left over from ancient times; this is a "one-way ticket" and they will be unable to return home without the assistance of a deity.
- Valka typically have a first name only, however, they may adopt surnames based on their Clan or career.
- Most Valka are born with the ability to connect with the natural world, granting them access to magic. Basic magic allows Valka to interact with the natural world, for example, summoning small colored lights (will-o-wisp); instinctively knowing when plants need light or water; being able to more easily approach wild animals; or having an minor affinity for your animal form.
- Magic is seen as the living, innate counterpart to each person, originating from the natural world. Like two sides of one coin, a mage's magic is an individual entity that is still part of their being. Mages can deepen their bond with their magic through meditation, time in nature, or clan-specific rituals. Magic can even manifest a distinct "personality".
- Characters can upgrade their magic through the Character Progression System; allowing for stronger magic and more specialized control, as well as a deeper internal "well" of magic to draw from.
- Valka possess two distinct forms: a True Form and a humanoid form.
- Their True Form is that of a single modern Earth animal, which they transition fully in to. This animal must have a natural appearance.
- Their alternate form will appear similar to a human, however, they be joined with either up to two appearance-only traits OR one physical enhancement based on their animal form.
- Unlike werewolves or the like, a Valka's "default" is their animal form and their humanoid form is secondary; they are not humans that can transform into animals.
- Valka typically cannot interface with technology.
Valka from Old Ognos
- Valka were once marginalized by the humans of Ognos; the 300-year Silent War had only just ended and equality was beginning to be established right before the disaster.
- The most anti-Valka territory was the desert territory to the North; the most inclusive and diverse territory was the swamp-like territory to the West. Generally, things weren't too bad for Valka living in the prosperous middle territory, which also housed the Capitol.
- They had a decentralized clan-based social structure and typically lived in nomadic family groups.
- Valka society was primarily matriarchal with women typically holding most positions of authority within their Clans, however, most also put heavy emphasis on the abilities of the individual.
Customization Options + Free Appearance Traits OR Functional Trait
Typically, Valka will have a "natural" appearance, meaning they have the same eye, hair, and skin variations as on Earth, but characters may choose to alter their appearance; hair dye, color contacts, etc. are all permitted. Please include a character's natural skin/hair/eye color in the designated sections and mention the use of alterations in the Detailed Appearance section; these alterations can be added, removed, or edited at any time for free.
Each Valka may also be joined with EITHER two appearance-only traits OR one functional trait for free:
- Appearance-Only Traits are carryovers from their animal's form, for example, a character may retain their wolf tail while another might have hair resembling their animal form's fur. These cannot offer any offensive or defensive abilities, and must be based off of their True Form (a cat Valka can't have canine traits naturally, for example). Options include, but are not limited to:
- Retaining animal ears - A fox Valka might have large fox ears. Does not provide enhanced hearing; replaces "human" ears.
- Tails - Keeping a bushy wolf tail or long feline tail for aesthetic purposes. Cannot be prehensile.
- Patches of fur - Having fur in places like the forearms, chest, or lower legs as an homage to their animal form.
- Feline eyes - Cat-like eyes with slit pupils or unusual eye colors. Does not provide enhanced vision.
- Canine nose - A small canine nose. Does not provide enhanced sense of smell.
- Avian feathers - Having decorative feathers in the hair or emerging from the forearms/calves.
- Fish scales - Iridescent scale patches on parts of the skin.
- Tusks/horns - Small vestigial tusks or horns like an ox Valka. Not intended for combat.
- Functional traits are more powerful carryovers, that can offer abilities or benefits to the character; these must be based off of the character's True Form. Options include, but are not limited to:
- Prehensile tail - A monkey Valka may have a long, dexterous tail able to grasp objects.
- Enhanced strength - A bear Valka might have greater physical strength.
- Natural armor - Thick hide or scales could act as armor, like an armadillo or rhino Valka.
- Enhanced speed/reflexes - Fast feline reflexes or a cheetah's running speed.
- Powerful jaws/fangs - Strong enough to bite through tough materials.
- Improved vision - Raptor-like long-distance sight or panoramic vision.
- Enhanced hearing/smell - Wolf-like sense of hearing or smell.
- Climbing digits - Gecko-like sticky pads on the fingers for climbing.
- Venom - Fangs or stingers that can inject venom to incapacitate foes.
- Gills/enhanced swimming - For aquatic animal forms like sharks or dolphins.
- Natural weapons - Horns, quills, or porcupine-like spikes for defense.
Human/Valka Relations
- Valka and Human relations were strained by a 300-year-long period of conflict called the Silent War, in which various Valka Clans revolted against human leadership and the human High King, but a tentative peace treaty was formed and things were improving quickly before the disaster.
- The varied lands where the refugees of Ognos settled shaped how the relationships between Valka and Humans evolved during their time away.
- In some regions, grief brought Valka and Humans together, forging unexpected bonds of mutual understanding and cooperation. United in hardship, old enmities faded as they supported one another.
- In other areas, traditional segregation persisted - while they inhabited the same lands, Valka and Humans kept to themselves, maintaining the divisions of old. Interactions were sparse, bound by custom.
- Still other lands saw age-old conflicts reignite, or new oppression arise. Old hatreds or fear led Valka and Humans to vilify and subjugate each other once more.
- Your character's personal beliefs and views on either race is up to you, regardless of where they originate.
- On New Ognos, one's capability and contributions have typically defined their status, rather than their wealth, race, or gender. Merit and achievement typically dictate an individual's respect and renown, and their access to opportunities, in this fledgling land. However, the winds of change may shift as more settlers arrive.
Core Race Variants (Unlimited, Paid)
Telaspa (500c)
Telaspa are rare Valka variants that possess both a complete animal form and a humanoid form heavily blended with traits from their True Form. These traits can grant them unique abilities not available to the average Human or Valka without additional payment, however, all aspects must remain natural to their animal form.
Requirements:
- Animal Forms: Like other Valka, Telaspa animal forms must be modern Earth animals with natural appearances.
- Natural Traits: All aspects must be natural to the animal. For example, a cheetah Telaspa must exhibit cheetah traits and coloring unless unique colors are specifically paid for. You cannot mix traits from different animals. Describe what their humanoid form looks like in the Detailed Human Appearance.
- Enhanced Abilities: Depending on the traits carried over, a Telaspa may have special abilities. For instance, a Telaspa with a wolf's head might have enhanced senses such as smell and hearing, but if they only retain a wolf's hindlegs, they might only have enhanced speed in their humanoid form. List abilities in the Valka Trait Details section of the joining form.
- Approval Process: Telaspa can be joined at any time as long as you have enough coppers to cover the cost of creating one (500c); Signe will review the selected abilities and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.
Humanoid Form Examples:
- Cheetah: Retains sleek, spotted fur covering most of the body, with a long tail and feline facial features, including sharp teeth and semi-retractable claws.
- Fish: Upper body of a human with scales, fins, and gills, and lower body of a fish, like a mermaid or merman.
- Bear: Large, muscular build with thick fur, a bear-like snout, claws, and enhanced strength.
- Wolf: Human body with a wolf's head, tail, and claws, exhibiting enhanced senses of smell and hearing.
- Hawk: Human form with feathers, talons, and keen eyesight, possibly with wings for limited flight.
- Monkey: Agile build with fur, a prehensile tail, and climbing digits, resembling a primate in humanoid form.
- Snake: Upper body of a human with serpentine features, scales, and possibly a lower body resembling a snake, with the ability to inject venom.
- Dolphin: Streamlined human form with smooth, rubbery skin, fins, and gills, optimized for swimming.
- Porcupine: Human form covered with quills that can be used for defense.
Amalgam (1000c)
Amalgam are human/Valka hybrids; the term is typically used for offspring that are half Human and half Valka, but can be used to describe any individual with mixed blood of any percentage.
Background and Origins:
- In Old Ognos, Amalgam were somewhat uncommon due to the historical conflicts and complex social dynamics between the races. Amalgam often faced discrimination from both races, but were more widely accepted by Valka so they were often raised within Clans, either by both parents or exclusively by their Valka parent. The circumstances of their birth varied widely; some resulted from rare but harmonious unions between Humans and Valka, while others arose from more tumultuous situations including forced unions, such as bride/husband kidnappings, or as the result of violence. This history has led to a complex range of personal backgrounds for Amalgam, with some growing up in loving, supportive environments and others experiencing hardship and conflict.
- The prevalence of Amalgam varies in the Five Faction kingdoms depending on the evolution of Valka/Human relations.
- How your character was raised and what they experienced in terms of family and/or discrimination is entirely up to you!
Mixed Traits:
- Amalgam can have a combination of Valka and Human traits, allowing for unique abilities and characteristics; Amalgam may use magic OR technology. Examples include, but are not limited to:
- Shapeshifting and Tech Use: An Amalgam might have the ability to shapeshift like a Valka but have access to advanced technology like a Human instead of magic.
- Magic Use without True Form: They might possess the ability to use magic but have a fully human appearance and no ability to shapeshift.
- Animal Traits without Shapeshifting: They may exhibit animal carryover traits without the ability to shapeshift fully.
- Partial Transformation: They could have the ability to partially transform specific parts of their body (like turning their hands into claws) while retaining an otherwise human form.
Requirements:
- Approval Process: Amalgam can be joined at any time as long as you have enough coppers to cover the cost of creating one (1000c); Signe will review the selected mixed traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or are inconsistent with the animal form.
Five Faction Races & Variants (Limited, Conditional/Paid)
Conditions:
- Each player may join one Five Faction character for free, provided the following conditions are met:
- They have joined at least one character from a Core Race (Valka or Human).
- They have posted in-character at least two times.
- Players may join additional Five Faction characters for 2000c each, provided that Five Faction and other non-Ognoshu characters make up no more than 50% of their total characters.
- Example: If you have two characters, one may be a Non-Ognoshu character. If you have six characters, up to three may be Non-Ognoshu (e.g., 1 Custom, 1 Halfling, 1 Ignean).
Auren (1000c)
- Auren characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Auren can trace their roots back to The Sanctuary.
- Characters living outside of the Sanctuary are more flexible in terms of social norms, experiences, etc.; you can learn more about Auren from The Sanctuary here.
Key Physical Traits:
- Auren typically have vibrant skin tones in greens, blues, purples, and grays, often with a metallic sheen.
- Auren have insect-like wings that are a crucial indicator of their health, glowing and vibrant when healthy.
- Insectoid features such as compound eyes, antennae, or exoskeleton plates can be selected to personalize your character.
- Women are generally taller and more robust than men, with an average height of 6'0" compared to men's 5'6".
Abilities and Traits:
- Extended Lifespan: Auren can live up to 300 years.
- Flight: Almost all Auren can fly using their wings.
- Shapeshifting: They can transform fully into an insect form.
- Natural Magic: Auren have a strong connection to nature, specializing in plant and animal magics.
- Auren typically cannot interface with technology.
- Bonding: Auren commonly bond with Verdelisks, magical creatures resembling winged housecats with metallic exoskeletons.
- These bonds are typically formed when the Verdelisks are still "kittens" and usually last for life.
- Auren may bond for free with a Verdelisk (their version of Astrofel) as long as the bond is completed within one real-life week of the character being joined.
- To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Auren#Verdelisks" into the "Post Link" section at the top of the Bonding page.
Society and Lifestyle:
- Auren build vibrant, close-knit communities, living high up in hollowed-out trees or woven platforms.
- They highly value wisdom, freedom, and exploration, encouraging lifelong learning.
- Auren have a profound belief in reincarnation, seeing death as a transition into "Reverie," a serene phase where souls prepare for their next life.
Special Offer: Auren characters may currently be joined at a discount (1000c) due to the trade agreement with The Sanctuary.
Ignean (2000c)
- Ignean characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Ignean can trace their roots back to Pyraheim.
- Characters living outside of the Pyraheim are more flexible in terms of social norms, experiences, etc.; you can learn more about Ignean from Pyraheim here.
Key Physical Traits:
- Ignean have thick, tough skin that glows softly with an inner heat, usually in shades of red, orange, purple, or black.
- Piebald or patterned skin is common, and eye and hair color usually match the skin tones.
- They are tall and muscular, averaging 6 feet in height for both men and women.
- Ignean have horns, ranging from one to six, with common variations being ram-like for women and oxen-like for men.
- Horns are durable but regrow slowly if damaged. Bearing damaged horns from combat is a sign of honor, while hiding or removing them is typically frowned upon.
Abilities and Traits:
- Extended Lifespan: Ignean can live up to 180 years.
- Firepower: They draw strength from volcanoes, lava flows, and geothermal vents.
- Fire Eating: Ignean can consume fire and red-hot metals and stones, gaining nutrients from them.
- High Compatibility: Ignean have a high compatibility with both magic and tech.
- When joining a character, you can choose if they have access to Magic OR Technology, but they cannot have both.
- Bonding: Ignean commonly bond with Pyropteras, magical creatures resembling medium-sized, feathered dragons with fiery hues.
- Bonds are typically formed through a trial of bravery, with the bond symbolized by a metal cuff around the Ignean's wrist.
- To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Ignean#Pyropteras" into the "Post Link" section at the top of the Bonding page.
Society and Lifestyle:
- Ignean build settlements carved into volcanic rock and reinforced with metal, creating both functional and aesthetically stunning architecture.
- Organized into clans, each aligned with a specific volcano, they maintain a deep connection to their home volcano.
- Valuing honesty, justice, and strength, they settle disputes through sparring or contests of strength, with more serious disputes resolved through combat.
- They believe each individual possesses an eternal flame within their soul, symbolizing their willpower, identity, and connection to their homeland.
- When an Ignean's body can no longer contain their internal flame, they are consumed by it and turn to ash, with their flame joining the Sacred Flame of their clan's volcano.
Rockfolk (2000c)
- Rockfolk characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Rockfolk can trace their roots back to The Mountain Kingdom.
- Characters living outside of the The Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Rockfolk from The Kingdom here.
Key Physical Traits:
- Rockfolk are stocky and stout, with an average height of 4 to 5 feet.
- They have cat-like eyes and ears, and prehensile, monkey-like tails.
- Their bodies are adapted for mountainside living with wide feet for traction, strong gripping hands, and robust lungs and hearts.
- Covered in thick, shaggy fur that radiates warmth, their fur comes in shades of gray, brown, white, and black. Patterns are less common.
- Fur turns white or silver with age, starting at the face and hands.
- Rockfolk take great pride in their fur's condition, dedicating time each night to its maintenance.
Abilities and Traits:
- Extended Lifespan: Rockfolk can live up to 150 years.
- Perception: They have an exceptional sense of direction, especially underground.
- Enhanced Athletics: Rockfolk are agile climbers and jumpers with superb balance.
- Technology Mastery: Rockfolk have a strong affinity for technology, specializing in mechanical and engineering skills.
- Rockfolk typically cannot use magic.
- Bonding: Rockfolk typically bond with Sentinels, magical creatures resembling a cross between a goat and a mountain lion with bodies of living stone or metal.
- Bonds are formed by consuming a piece of the Sentinel's horn, solidifying the bond with a headbutt.
- To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Rockfolk#Sentinels" into the "Post Link" section at the top of the Bonding page.
Society and Lifestyle:
- Rockfolk build villages on cliffsides and inside deep mountain caverns, valuing family and clan loyalty above all else.
- Their homes are typically carved from stone and timber.
- Most Rockfolk are hunters or shepherds, living in close-knit family clans.
- They believe in a soul cycle where individuals alternate between being Rockfolk and Sentinels through reincarnation.
- The Prime Mountain is considered a sacred ancestor guiding and protecting this cycle.
Volari (2000c)
- Volari characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Volari can trace their roots back to the Kingdom of Asteria.
- Characters living outside of the Kingdom are more flexible in terms of social norms, experiences, etc.; you can learn more about Volari from the Kingdom here.
Key Physical Traits:
- Volari are humanoid with extreme size variations, ranging from 4 to 7 feet tall.
- They have elongated limbs with webbed hands and feet, perfect for swimming.
- Volari have smooth, flowing hair and large, expressive eyes; hair and eye color usually complement their skin color.
- They have patches of iridescent scales on their back and limbs, which may be the same or different colors from their skin.
- Men typically have darker colors while women usually have lighter colors, with options including blues, purples, greens, blacks, whites, golds, silvers, pinks, and oranges.
- Lost scales regrow over a few weeks, cycling through colors before settling into their mature hue.
Abilities and Traits:
- Extended Lifespan: Volari can live up to 120 years, maturing slowly with long childhoods.
- Aquatic: Volari are fast, agile swimmers with the ability to hold their breath for extremely long periods.
- Shapeshifting: They can transform fully into a single marine animal at will.
- Natural Magic: Volari have an innate ability to harness sunlight for various purposes.
- Volari typically cannot interface with technology.
- Bonding: Volari commonly bond with Tidewings, large creatures combining canine and manta ray traits.
- Bonds are formed through a ritual involving a rare seaweed offering.
- To receive your companion for free, paste "https://kinrpg.com/codex/index.php/Volari#Tidewings" into the "Post Link" section at the top of the Bonding page.
Society and Lifestyle:
- Volari build villages along the coast, often half on land and half on the water.
- They live in loose social groups, with most people being gatherers, fishermen, and cultivators.
- Homes are constructed from renewable materials like bamboo and are surrounded by vibrant land or sea gardens.
- Volari value symbiosis and balance, emphasizing a deep connection with the land, sea, and sun.
- They believe in a radiant afterlife where spirits become luminous beings in a heavenly sea garden, overseen by the Sun, the grand guardian of the cycle of life and death.
Zenoxi (2000c)
- Zenoxi characters may originate from any Five Faction kingdom; while some communities may have settled elsewhere for generations, all Zenoxi can trace their roots back to the The Scepter of Zephyrs.
- Characters living outside of the The Scepter are more flexible in terms of social norms, experiences, etc.; you can learn more about Zenoxi from the The Scepter here.
Key Physical Traits:
- Zenoxi have delicate features with large "doe-like" eyes, long eyelashes, and graceful, slightly elongated necks.
- Their bodies are covered in soft, short fur with a collar of plush, downy fluff around their necks. Instead of hair, they have feathers.
- Fur typically comes in earthy tones with bright blue, green, or red feathers and accent markings.
- Zenoxi sprout antlers around age five, shedding and regrowing them each year. Antlers become larger and more elaborate every five years.
- They have quick metabolisms and thin bones, making them lightweight and agile but also more fragile.
Abilities and Traits:
- Featherfall: Zenoxi cannot be harmed during a fall; their bodies slow down to float gently to the ground.
- Enhanced Jumping: Zenoxi have powerful legs for delivering strong kicks and jumping high/far.
- Efficient Respiration: They can hold their breath for long periods and endure high elevations, thin air, and poor air quality.
- Technology Affinity: Zenoxi have a natural proficiency for technology, excelling in innovative and aerodynamic designs.
- Zenoxi typically cannot use magic.
- Bonding: Zenoxi typically bond with up to two Zephfluffs, small, flying squirrel-like creatures with a prehensile tail and wing flaps.
- Bonds are usually formed when a Zenoxi catches a falling Zephfluff.
- To receive up to 2 companions for free, paste "https://kinrpg.com/codex/index.php/Zenoxi#Zephfluffs" into the "Post Link" section at the top of the Bonding page.
- The Bonding form should be submitted twice (one for each Zephfluff)
Society and Lifestyle:
- Zenoxi live in villages built into cliffs and sea caves along rocky shores, leading a maritime culture focused on fishing, sailing, and pearl diving.
- They are skilled craftsmen and traders, building homes and boats from salvaged driftwood, whalebones, and woven seaweed.
- Zenoxi value wisdom, tranquility, and harmony with nature, guided by elders and wind readers.
- They believe the soul journeys on the ocean winds after death, either being reborn or becoming an aeolian spirit. A disharmonious life leads to wandering as a raging storm until redemption is found.
Five Faction Hybrids (2500c)
Five Faction hybrids are offspring resulting from the union of two different races within the Five Factions: Auren, Ignean, Rockfolk, Volari, or Zenoxi. Their race will be prefixed with the mother’s, such as Half-Volari or Half-Ignean, to specify the maternal lineage. These hybrids inherit a blend of traits from both parents.
Background and Origins:
The prevalence of Five Faction hybrids varies across the kingdoms, depending on the historical and current relations between the races involved, but they are generally quite rare. They often face discrimination and experience significant challenges in being accepted by either parent’s community. The circumstances of their birth and their upbringing, family experiences, and encounters with discrimination are entirely up to you to define!
Mixed Traits: Five Faction hybrids can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics; Five Faction Hybrids may use magic OR technology. List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:
- Auren x Ignean (Half-Auren)
- Traits: Vibrant, metallic skin tones from Auren lineage combined with glowing, heat-emitting patterns from Ignean heritage. Insect-like wings that are fiery and radiant.
- Abilities: Flight with heat resistance and fire manipulation abilities. Can shapeshift into an insect form.
- Rockfolk x Volari (Half-Rockfolk)
- Traits: Stocky and stout body from Rockfolk, with webbed hands and feet from Volari. Covered in a mix of thick fur and iridescent scales.
- Abilities: Enhanced climbing and swimming abilities. Exceptional sense of direction and can hold breath underwater for long periods.
- Zenoxi x Ignean (Half-Zenoxi)
- Traits: Delicate features with soft fur and antlers from Zenoxi, combined with the thick, tough skin and horns from Ignean. Fur patterns and glowing skin.
- Abilities: Featherfall ability, enhanced jumping, and fire manipulation. Efficient respiration and can consume fire for nutrients.
- Volari x Zenoxi (Half-Volari)
- Traits: Elongated limbs and webbed hands/feet from Volari, with soft fur, feathers, and antlers from Zenoxi. Iridescent scales and bright feathers.
- Abilities: Fast and agile swimmer, can shapeshift into a marine animal. Featherfall ability and enhanced jumping.
Requirements:
- Approval Process: Five Faction hybrids can be created at any time, provided you have enough coppers to cover the cost (2500c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
Halfling (2500c)
Halflings are hybrids resulting from the union between an Ognoshu (Valka, Human, or Telaspa) and any non-Ognoshu race (Custom, Auren, Ignean, Rockfolk, Volari, or Zenoxi). This unique combination leads to diverse and distinctive individuals, often marked by a mix of physical and cultural traits from both parent races.
Background and Origins:
Halflings are quite rare due to the often complex social dynamics between the Ognoshu and the other races of the Five Factions. These hybrids may experience varying degrees of acceptance within both communities, with some facing significant discrimination while others are embraced for their unique heritage. The circumstances of their birth and their personal backgrounds, family dynamics, and encounters with discrimination are entirely up to you to define.
Mixed Traits: Halflings can exhibit a combination of traits from both parent races, resulting in unique abilities and characteristics; Halflings may use magic OR technology. List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:
- Valka x Auren
- Traits: Natural animalistic features from Valka, combined with insect-like wings and vibrant skin tones from Auren.
- Abilities: Shapeshifting into an animal form, with the ability to fly and use magic.
- Human x Ignean
- Traits: Human-like appearance with glowing, heat-emitting patterns and horns from Ignean.
- Abilities: Access to advanced technology and fire manipulation abilities.
- Telaspa x Rockfolk
- Traits: Blended humanoid and animal traits from Telaspa, combined with stocky build and fur from Rockfolk.
- Abilities: Enhanced physical strength and agility, with natural armor and technology mastery.
Requirements:
- Approval Process: Halflings can be created at any time, provided you have enough coppers to cover the cost (2500c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
Mixling (3000c)
Mixlings are hybrids resulting from the union of three or more races, which can be any combination. This leads to exceptionally diverse and distinctive individuals, often marked by an extraordinary mix of physical and cultural traits from their multiple parent races.
Background and Origins:
Mixlings are exceedingly rare due to the complex social dynamics and the biological improbabilities involved in such diverse unions. These hybrids face unique challenges in being accepted by their parent communities. The circumstances of their birth, upbringing, and personal backgrounds are entirely up to you to define.
Mixed Traits:
Mixlings can exhibit a highly diverse combination of traits from their multiple parent races, resulting in unique abilities and characteristics; Mixlings may use magic OR technology. List abilities & characteristics in the Physical & Neuro-Diversities section of the joining form. Examples include, but are not limited to:
- Amalgam (Human x Valka) x Auren
- Traits: Mixed human and Valka features, combined with vibrant, metallic skin tones and insect-like wings from Auren.
- Abilities: Shapeshifting abilities, flight, and magic affinity.
- Half-Auren (Auren x Ignean) x Human
- Traits: Insect-like features and vibrant skin from Auren, combined with glowing, heat-emitting patterns and horns from Ignean, and a generally human-like appearance.
- Abilities: Flight, fire manipulation, and technology affinity.
- Amalgam (Human x Valka) x Half-Ignean (Ignean x Volari)
- Traits: Mixed human and Valka features from the Amalgam parent, combined with glowing, heat-emitting patterns and horns from Ignean heritage. Webbed hands, feet, and iridescent scales from Volari.
- Abilities: Shapeshifting abilities, fire manipulation, and minor tech affinity. Enhanced swimming abilities.
- Half-Zenoxi (Zenoxi x Rockfolk) x Half-Auren (Auren x Ignean)
- Traits: Delicate features, soft fur, and antlers from the Zenoxi lineage, combined with stocky build from Rockfolk. Insect-like wings and vibrant, metallic skin tones from Auren, combined with Ignean-like body.
- Abilities: Featherfall ability, flight, and minor magic affinity. Enhanced jumping, efficient respiration, and natural armor.
Requirements:
- Approval Process: Mixlings can be created at any time, provided you have enough coppers to cover the cost (3000c). Signe will review the selected traits and debit your account once final approval is complete. Note that abilities may need to be adjusted if they are deemed too overpowered or inconsistent with the blended heritage.
Custom Races (Limited, Conditional/Paid)
Custom Races are unique races created by players, which can range from known fantasy races like faeries, dragonfolk, or vampires or completely player-created. Players can design one-off characters from their created race or provide detailed descriptions so that others may join characters from their submitted race. At this time we do not restrict creations, meaning there may be several different interpretations of common races (like dragonfolk)
Paid Customization Options
View all customization options in the Signe's Specials section of the Marketplace!
Human-Specific Costs
- Switching to another appearance-only trait: 250c
- Adding additional appearance-only traits: 300c each
- Adding a functional (provides offensive and/or defensive capabilities) trait: 600c each
Valka-Specific Costs
- Switching from functional trait to up to two appearance-only trait(s): 250c
- Adding additional appearance-only trait(s): 300c
- Switching from appearance-only traits to one functional trait: 400c
- Adding additional functional traits: 500c
- Change to new Earth animal form: 300c
- Change to new Extinct form: 3000c
- Change to new Unique or Mythical form: 7500c
- Removing animal form (disables shapeshifting): Free
Unique Appearance Costs
- Unnatural colors for animal form, hair, eye, or skin (ex: blue hair, purple eyes, green skin): 400c each
- Special Effects for animal form, hair, eye, or skin (ex: glows, changes colors, etc.): 600c each
- Unnatural color AND special effects for animal form, hair, eye, or skin (ex: blue hair that glows in the dark): 1000c each