Rickson 300 Popular Post Share Posted May 8, 2019 The Wonks Tribal Wonks patrolling the Swamps Origin During the old age, before the diaspora arrived upon the Arcas-Atlas protocontinent, there existed a strange native species known as the Wonks. Much similar to frogs, they had life but little purpose, wandering the lands of their Wonkawoods, never viewed as more than curiosities or dumb animals. However, despite their lesser souls, the Wonks had the capacity to learn. As their culture evolved, they discovered how to communicate, and built a society. As such, slowly, the Wonks began to piece together their own little world. A small part of the Wonk populations separated from their home in the Wonkawoods, migrating across all of the lands of the connected Atlas and Arcas. They formed their own tribal societies and groups, in swamps and jungles throughout the realm. They were some of the few wonks who would escape the fanatical grip of Khurmt in the years to come and make their way to Arcas before the great ice wall rose and seperated Atlas Wonks from Arcas Wonks. Some of the first peoples these isolated Wonk groups came to interact with were the children of Krug, the Orcs. In a turn of accident, these Orcs helped the Wonks develop their own tribalistic cultures and spiritual pantheons. Thousands of years later, when the Descendants arrived upon Arcas, these Wonks were reintroduced to civilization. Though most Wonks would keep to their tribal ways, several few grew deeply fascinated with civilization, and departed the swamps to explore these new cultures. This, is what separates Reformed Wonks from Tribal Wonks. Physical Description Hatching At any point during their adult life, Wonk may find themselves carrying eggs. This happens sporadically, though seemingly only at times when the Wonk is feeling comfortable and in a safe location. There is no distinction between male and female, and Wonks are incapable of procreating with others. The Wonk will carry the eggs in tiny ridges and bumps across their back, with start at the size of marbles and swell into something close to the size of tennis balls. Anywhere between five to ten of these bumps may form, each one being an egg. Once these eggs have grown to their full size, within a four to six day period, the Wonk will expel them from their skin by flexing their back muscles, resulting in several formations, like bursted bubbles, to remain on the back. Usually the Wonk’s back will return to its original state within several years. If the Wonk lives in a Wonk community, they would drop them into a community pond or pool, but if it’s an isolated Wonk, any body of freshwater will do. One day later, these eggs will hatch, several of them likely dying or not being born properly. The ones that live will, within a five year period, grow from a simple, large tadpole into a fully grown Wonk. A Wonk of a specific subtype will always take their parent’s subtype, for instance a Frog Wonk would always create new Frog Wonks, and the same applies to Toad Wonks. Redlines of Hatching Spoiler An adult Wonk can start growing eggs whenever they wish OOCly, though ICly it’s random. There is no male or female Wonk, simply Wonks. Wonks cannot FTB, either together or with other races. Wonks can assign ‘genders’ of a sort to themselves, similar to other constructs that might. Wonk eggs are carried on the back of the parent, from the lower back to the shoulders. Said eggs start as the size of marbles, but grow to around the size of a tennis ball. This process from creation to full size takes around 4-6 days. The Wonk’s back will slowly return to pre-carrying state over several years, the specific time is up to the player to decide. Eggs must be ‘laid’ in freshwater, otherwise they will die. It’s possible that several of the eggs may die or be eaten, depending on where one lays them. One day after being ‘laid’, the eggs will hatch and become rather large tadpoles of around 1 foot in length, from head to tail. Over the course of 5 in game years, or weeks in real time, a Wonk will grow from a tadpole to a fully grown, adult Wonk. A Wonk will always take the subtype of their parent. IE, a Frog Wonk’s parent would have had to have been a Frog Wonk. Lifespan Wonks have a maximum lifespan of 120 years, after having been born as a tadpole in a communal pond or lake. You are not able to play a Wonk until they are 5 years old, though at that point they are fully physically mature. They appear to get physically older, but what is really happening is their skin is starting to dry out as their ability to retain moisture decreases. A Wonk always feels tied to the water, but as they age, their skin dries quicker. At around 50, a Wonk will begin to feel their skin being more leathery and dry, cracking more easily. At 75, they would constantly have cracks and flakes on their skin, spending most of their free time in the water. By 100, a Wonk is rather elderly in appearance from their skin being almost unable to retain moisture at all, beyond for brief periods. They can maintain this for another 20 years to the age of 120, but at that point it’s too much. They return to the water to die, feeding the tadpoles with their nutrients to create another generation. Redlines of Lifespan Spoiler Wonks are playable at 5 years, they will be a fully grown Wonk in a ‘young adult’ state. Wonks continually dry out and will need to bathe in a damp place for a short time every x amount of years in order to stay alive. This x value changes with age and will be summarised below. Keep in mind these values are just a general guideline and do not need to be RPed to the exact value. 5 - 49 YEARS: Every 5 years. 50 - 74 YEARS: Every 3 years. 75 - 99 YEARS: Every 2 years. 100 - 119 YEARS: Every year. 120+ YEARS: By now, a Wonk is too aged to survive outside of a submerged, wet environment and will die very quickly unless kept in water. This becomes the effective death of the Wonk. A Wonk ages visibly also, for the sake of simplicity the stages will be listed below. 5 - 49 YEARS: Skin is perfectly normal with no signs of cracking, wrinkles or dryness (unless Toad, in which case they’re always slightly dryer appearing than a Frog) 50 - 74 YEARS: Skin is slightly leathery and dry with slight cracks upon their skin to form. 75 - 100 YEARS: Skin would be cracked, wrinkled and flaked at all times. 100 - 119 YEARS: The Wonk becomes wrinkled, and placed in a weakened state alongside constant cracked and flaked skin even when submerged. 120+ YEARS: Same as 100 - 119 except they will wilt and dry up if outside the water for even brief periods. Subtypes There are two subtypes of Wonk, each based respectively on Frogs and Toads. There is also a sort of cultural split, between Reformed Wonks and Tribal Wonks, covered in the Mental Description. Frog Wonks Reformed Frog Wonk Knight The Frog Wonks are slightly taller than their Toad counterparts, with a height range of 4’6” through 5’0”. Frogs are prone to being skinnier and more lanky than Toads, with smooth skin slightly slimy to the touch. Their skin tones are made up of various shades of any range between green or yellow, with optional, little, neon splashes of bright color along their hands and feet and or optional white stomachs up to their lower maw. Their pupils are black, but the iris’ can be any bright color they so desire. Redlines of Frog Wonks Spoiler Height can biologically not go outside of the ranges of 4’6” to 5’0” at all. Skin tone for a Frog Wonk can be any shade of green or brown, with an optional light coloured patch on their stomach and up to their lower maw. Hands and feet can be a different, vibrant to neon, colour of the players choosing. If in doubt with colouring, just use the average colour schemes on an average frog. Do NOT use neon colours. Skin is smooth on a Frog Wonk, being slightly more slimy than their Toad counterparts. Toad Wonks An aged Toad Wonk The Toad Wonks are slightly shorter than Frogs, standing between 4’1” and 4’7”, with stockier bodies. Their skin, in comparison to the Frogs, is bumpier and more rough, though still with a slightly slimy consistency. Their skin tones are made up of various shades of any range between brown and dark green, with optional, little, neon splashes of bright color along their hands and feet. Their pupils are black, but the iris’ can be any bright color they so desire. Redlines of Toad Wonks Spoiler Height can biologically not go outside of the ranges of 4’1” to 4’7” at all. Skin tone for a Toad Wonk can be any shade of brown-ish green up to a very dull red/orange, with an optional light coloured patch on their stomach and up to their lower maw. Toads can also have splotches of a darker colour. If in doubt with colouring, just use the average colour schemes on an average toad. Do NOT use neon colours. Skin is bumpy and dried looking on a Toad Wonk, being slightly more rough than their Frog counterparts. Traits Wonks have physical strength similar to that of the average human, though they find it difficult to put on any additional muscle mass. Their hands and feet are disproportionate to their bodies, larger and slightly bulbous. Their heads are also larger, without much of a neck and simply an extension of their torso into their heads. Upon their limbs, mostly around the hands and feet, Wonks can hold a different colour to the rest of their skin, e.g. green skin but with red tinted hands. Additionally, the hands and feet of a Wonk are ever so slightly sticky to an extent one would find uncomfortable if they were to touch it, like the dried stain of spilt soda. This stick is however not strong enough to hold anything heavier than a pebble. Both their hands and feet only have four digits, more frog-like than Descendant-like in appearance. And similar to the creatures the originate from, they have notable tongues. They can extend outwards at about 4x the length of a normal human tongue, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. In Character, their voices are rough. You could say they have a frog in their throat. However, for typing purposes, this doesn’t influence how one types words or letters when emoting. Wonks exhibit no sort of poison through their skin, as some species of frog might. The slight, slimy texture of their skin has no sort of advantage or ability, and simply feels a bit gross to the touch. Wonk blood, however, exhibits some special properties. Depending on the temperature of the Wonk’s location, their blood will alter in color. In warmer, more comfortable climates, Wonk blood will be a bright, cherry red. In colder climates, Wonk blood will quickly become a deep blue. Consumption of Wonk blood, to any non-Wonk, will result in a light high if the blood is red. If the Wonk is cold, however, and the blood is blue, then it will only cause a feeling of being ill and an intense dizziness. Redlines of Wonk Traits Spoiler Wonks are descendant like in terms of their legs and torso, the rest of their body being frog-like. Wonks cannot hop like a frog, their legs are only as powerful as a Descendant’s and function like a Descendant’s also. Torso is Descendant like, meaning their posture is straight and allows them to stand upright with their head facing forwards. Hands and feet are identical to ones seen on a normal frog, albeit larger and with a faint stickiness about it. More information under Abilities section. Wonks heads are identical to a normal frog head in all regards except that they possess the ability to form speech. Wonk tongue can only extend out to the Wonk’s arm length and possess a strength similar to one of their fingers. More detail under Abilities section. Wonks, being essentially big frogs, do not possess a visible pair of teeth. If a Wonk were to bite down upon something it would instead crush instead of cut were enough force applied. Wonk skin, despite it’s slightly slimy texture, exhibits no special properties or poisons, period. Wonk blood will change color, depending on the temperature of their location. A warm location will cause the blood to become cherry red in coloration. If a non-Wonk consumes this, they will experience a light high. A cold location will cause the blood to become deep blue in coloration. If a non-Wonk consumes this, they will only experience a feeling of illness and an intense dizziness. Strengths & Weaknesses Wonks, being large animals, possess Lesser Souls. They can not learn any magic that relies heavily on a soul connection (ie voidal magics, aenguldaemonic connection, etc.). The only things that they would be able to learn, magic wise, would be things that don’t rely upon such a strong soul (ie Blood Magic, Kani, Alchemy things, or anything of the sort). Wonks are not Aspectual creatures of Fae. Their true creation and origin can only be theorized, but it’s clear that they are not any sort of Fae creature, as they cannot commune or be communed with. A Druid interacting with a Wonk is the same as interacting with a Descendant, despite their lesser souls. Wonks are also partially warm-blooded meaning that their bodies are capable of heating themselves if need be, but they are never comfortable in cold environments and much prefer the warm, wet nature of their homes (They won’t die simply from going somewhere cold on the map). A Wonk can do a number of things to ensure warmth, including warm water, sitting in the sun, or well made and appropriate clothing. Their tongues can extend about the length of their arm, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger at best, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. Additionally, any Wonk who has not bathed or moisturized themselves in any significant amount of time will find their dry skin to be somewhat flammable, no more than a corpse might be. This is worth noting and remembering for any Wonk players, and if they get into a situation where fire is involved. Redlines of Strengths & Weaknesses Spoiler Wonks possess lesser souls, resulting in the inability to learn soul-based magics that require the Greater Soul of a Descendant. For instance, voidal magics, things that require aenguldaemonic connections, etc.) Wonks are not Fae creatures, and not of Aspectual origin. As such, they cannot use Nature’s Communion and Druids cannot commune with them. They WOULD be able to learn, however, anything that doesn’t require a Greater Soul. For instance, Kani, Blood Magic, Further Alchemy, or any such thing without dependence on the soul. Wonks are partially warm-blooded. This means that, while they prefer the warmth of their homes and any rather warm and humid place, they won’t die from visiting a cold location for fun reasons. They do, however, feel the cold much more keenly than other races, giving them the tendency to avoid it if they can, or at least bundle up, drink warm fluids, or keep their visits short. Wonks exhibit a tongue that functions similarly to that of their frog counterparts. Extends roughly, at maximum length, the distance of one block. However, once they extend it beyond halfway, their control of it lessens. Their tongues maintain the strength of their finger, and until extended fully can be manipulated rather well. This doesn’t apply well to combat situations, however, given how soft and malleable the tongue tissue is. Wonks are required to actively bathe or visit the water. If a Wonk hasn’t visited a body of water in at least a week, they are noticeably more flammable. Not to any substantial extent, but enough to make them as flammable as an old corpse. Mental Description Ribbish Ribbish is the native language, of a sort, to Wonks. Primarily spoken by Tribal Wonks, Ribbish is the language that Wonks created on their own and used for the majority of their existence. Ribbish is simply a series of croaks and ribbits created via the body of the Wonk, of which only other Wonks, or someone who has took the time to recognize the specific sounds, would understand. To a normal Descendant, Ribbish simply sounds like normal frog noises, but to a Wonk, they can understand and make out a meaning behind it. The ratio of ribbits and croaks to words is roughly 1 to 1, so for each word spoken, there is a ribbit or croak equivalent, give or take. This is to stop someone from ribbing once and meaning an entire sentence. Tribal Wonks speak almost exclusively Ribbish, but Reformed Wonks attempt to use Common to the best of their ability. However, it’s common for a Wonk to accidentally replace a word in common tongue with one in Ribbish as they struggle to fully grasp the extent of the common language. Additionally, this can also take place when a Wonk is over excited or stressed, causing them to discard common for a moment in favour of speaking just Ribbish. When speaking Ribbish in character, simply emote speaking a variety of ribbits and croaks, eminating from the Wonk’s throat and mouth. And then, give a rough translation in an emote, or PM it to other Wonks who would comprehend the meaning. Redlines of Ribbish Spoiler Spoken primarily by Tribal Wonks. Reformed Wonks CAN speak it also but are unlikely to do so unless stressed or excited. It’s simply their vocal cords flexing, the natural noises of the Wonks having slowly been developed into a language. Speaking Ribbish, for a player, requires emoting roughly the same number of words as would be the Common equivalent, only in creaks and croaks. This can be done out of dialogue, for the sake of not repeating ‘ribbit’ several times. After speaking Ribbish, use an environmental emote, or PMs, or another method, of expressing to other Wonks what was said. Other races cannot learn Ribbish, as they lack the vocal capabilities. Wonk Culture The two Wonk sub-species share identical mental states so they shan’t be covered as separate. However, a reformed Wonk is likely to think very differently to a standard tribal one and both carry seperate cultures. Reformed Wonks Reformed Wonks have a distinct, innate, fondness and obsession with Descendant culture. Traditions, clothing, even phrases and architecture. These Wonks have modeled their own society, and as a result, their habits, on the descendants around them. This usually takes the form of mimicking all sorts of habits and style of Descendants, but in a more placid and peaceful lifestyle sort of way. Suits, jackets, tanned plads, or really any other nice clothing are all favorites of the Wonks. However, given their status in life and where they choose to live, the material which clothing is made out of is rather simple. Tweed, simple and easy to acquire cloths, among other things, make up the vast majority of Wonk attire. As a whole, these Wonks are a simple, not warring people, though of course the exception may exist. Classy but shabby clothing, nice but simple homes, and overall quiet lives a Wonk might live, though if they find themselves too attracted to the habits of Descendants, they may find themselves fully indoctrinated to their habits and tendencies, even the violent and destructive ones. Redlines of Reformed Wonk Spoiler Require an accepted CA to play. These Wonks are ‘domesticated’, or reformed, from their Tribal habits. Or, alternatively, those that followed the Descendants to Arcas from Atlas. If they stay around or live with Descendant races predominantly then they’re considered a Reformed Wonk. Their culture is a mixture of copying and mimicking the things they come in contact with, primarily from the Descendant races. Clothing, phrases, architecture, and even traditions and perhaps religions, are all taken from whatever Descendants may be around them. The Wonks that ‘followed’ from Atlas are those that have been enslaved and subsequently put to work under various races, creating the foundation of their idea taking and mimicking. Their clothing, homes, and tools are all made out of the most readily available materials in their environment, usually resulting in a weird mixture of primitive tools and homes, but in an attempt to make them seem more Descendant. Tribal Wonks Introduction The Tribal Wonks are those native to Arcas, having migrated there thousands of years prior to the present age before Atlas and Arcas were split by the great ice wall. They live in a close-knit society seemingly locked in a primitive time, who see the newly arrived Descendant races as ones unfamiliar, with their lack of written history to remember such encounters outside of tales. Inhabitance Tribal Wonks inhabit the swamp-lands to the south of Arcas and live in primitive homes created of the small amount of materials available to them in these oversized marshes, be it fungal branch, wood or the mud from the ground itself. The homes and overall settlements of the Wonks are ones built without attractiveness in mind and tend to look fairly lackluster and disorganised. They appear to live around and with the natural features of the lands as they possess little need to cause such un-needed destruction. Society This Wonk society is one small in population and purely tribalistic, with one Chieftain and small council of elders beneath them. This Chieftain is usually a known figure within the Wonk tribe that elects themselves to go through a series of trials given to them by the elders, usually three different ones that all relate to a spirit in some way. Once a Chieftain is chosen, they wear the traditional chieftain garments and have a streak of blue pigment applied vertically down each cheek. Every Wonk, current tribal member or ex-tribal member is considered part of the group and if a tribal Wonk wanders upon a Reformed Wonk, they’ll try and bring them back to the tribe to the best of their ability without harming said Wonk. Culture The tribals are deeply spiritualistic, having been informed of the Shamanistic way by the Orcish people of Krug before they departed Arcas long ago. Since the tribal Wonks possess no writing system and thus no way to record history outside of tales passed down between generations, the memory of these Orcs are long forgotten yet the spirits are not and many are still worshipped and addressed by name, with small shrines littered around their encampment, they are depicted in slightly different ways however. The spirits still worshipped by the Wonks are as follows: Akathro - Spirit of Water, depicted as a murky cyan fish. Eathruz - Spirit of dawn and dusk, often appearing as an orange hawk Urin - Spirit of weather, seasons, and climate, appearing as a colorful crayfish that changes colour and temperament with the seasons. Rinsdat - Spirit of Life, depicted as a bright green Alligator, brother of Tagnir, they are always seen by each other. Tagnir - Spirit of Death, depicted as a dark green Alligator, brother of Ringat, they are always seen by each other. Wonks are at core gatherers and to an extent, hunters also. They frequently forage through the marshes for any food to boil or eat raw and otherwise use their basic spears and bows to hunt any mammals or fish as their primary food source, though this usually with a bit of trouble as the Wonks smaller stature render them weaker than most large wildlife. Redlines of Tribal Wonks Spoiler Require an accepted CA to play. Speak primarily Ribbish, it is unlikely for them to know common and even if they do it usually to a minimal extent. This does not mean that they speak weirdly or have some sort of speech impairment, it just means their vocabulary is limited. More exotic and wild than the ‘domesticated’ Reformed Wonks, sporting a traditionally tribal outlook and lifestyle. As the Descendants and other arriving humanoids are unfamiliar to them, they’re very wary about others and visitors; being quite harsh or hostile to them. This does not mean tribal Wonks can’t RP with non-Wonks, but that they instead live and prefer to be around tribal Wonks. Tribal Wonks want to bring Reformed Wonks back into the society and will do everything they can do achieve such without actually harming them. Spiritual culture, worshipping the only spirits they know of with their own depictions of them. These spirits being: Akathro Eathruz Urin Rinsdat Tagnir Hunter gatherer lifestyle, with these Wonks eating primarily meat. Live in the southern swamp-lands of Arcas. Abilities Wonk tongues can extend about the length of their arm, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger at best. The further a Wonk extends their tongue, with a maximum of one block out, the more difficult it is for them to move and control it well. About half a block out is where their control starts to degrade, making it difficult and dangerous to use it beyond that, particularly in a combat situation, with the weak and vulnerable tongue tissue. Wonks are also incapable of drowning of air deprivation, being able to absorb air through their skin via the water around them. This allows them to remain submerged for lengthy periods of time, coupled with their ability to see under the water. They aren’t able to speak underwater, however, having to keep their mouths closed or risk drowning. Wonks have two sets of eyelids, the innermost being transparent. This gives the impression a Wonk may not blink, but they do, simply with the transparent eyelids. This also allows them to keep their vision clear underwater, with their transparent eyelids closed but the outermost ones not. A Wonk can close their outer eyelids, but there is simply no need to do so. Redlines of Abilities Spoiler Wonks exhibit a tongue that functions similarly to that of their frog counterparts. Extends roughly, at maximum length, the distance of one block. However, once they extend it beyond halfway, their control of it lessens. Their tongues maintain the strength of their finger, and until extended fully can be manipulated rather well. This doesn’t apply well to combat situations, however, given how soft and malleable the tongue tissue is. Wonks can remain submerged in water, as their skin can absorb air from the water around them, like the frogs they’re similar to. However, this doesn’t allow them to open their mouths or speak under the water, risking drowning in that method the same as anyone else. As such, a Wonk can drown, but not simply by being submerged. Wonks have two sets of eyelids. The innermost is thin and transparent. This allows them to keep their outermost, which is the color of their skin, open. Essentially allows a Wonk to give the impression of never blinking, but they are, simply with the inner eyelids. Also allows them to see underwater, or at least see if the water is clear. Redlines Spoiler Redlines of Hatching An adult Wonk can start growing eggs whenever they wish OOCly, though ICly it’s random. There is no male or female Wonk, simply Wonks. Wonks cannot FTB, either together or with other races. Wonks can assign ‘genders’ of a sort to themselves, similar to other constructs that might. Wonk eggs are carried on the back of the parent, from the lower back to the shoulders. Said eggs start as the size of marbles, but grow to around the size of a tennis ball. This process from creation to full size takes around 4-6 days. The Wonk’s back will slowly return to pre-carrying state over several years, the specific time is up to the player to decide. Eggs must be ‘laid’ in freshwater, otherwise they will die. It’s possible that several of the eggs may die or be eaten, depending on where one lays them. One day after being ‘laid’, the eggs will hatch and become rather large tadpoles of around 1 foot in length, from head to tail. Over the course of 5 in game years, or weeks in real time, a Wonk will grow from a tadpole to a fully grown, adult Wonk. A Wonk will always take the subtype of their parent. IE, a Frog Wonk’s parent would have had to have been a Frog Wonk. Redlines of Lifespan Wonks are playable at 5 years, they will be a fully grown Wonk in a ‘young adult’ state. Wonks continually dry out and will need to bathe in a damp place for a short time every x amount of years in order to stay alive. This x value changes with age and will be summarised below. Keep in mind these values are just a general guideline and do not need to be RPed to the exact value. 5 - 49 YEARS: Every 5 years. 50 - 74 YEARS: Every 3 years. 75 - 99 YEARS: Every 2 years. 100 - 119 YEARS: Every year. 120+ YEARS: By now, a Wonk is too aged to survive outside of a submerged, wet environment and will die very quickly unless kept in water. This becomes the effective death of the Wonk. A Wonk ages visibly also, for the sake of simplicity the stages will be listed below. 5 - 49 YEARS: Skin is perfectly normal with no signs of cracking, wrinkles or dryness (unless Toad, in which case they’re always slightly dryer appearing than a Frog) 50 - 74 YEARS: Skin is slightly leathery and dry with slight cracks upon their skin to form. 75 - 100 YEARS: Skin would be cracked, wrinkled and flaked at all times. 100 - 119 YEARS: The Wonk becomes wrinkled, and placed in a weakened state alongside constant cracked and flaked skin even when submerged. 120+ YEARS: Same as 100 - 119 except they will wilt and dry up if outside the water for even brief periods. Redlines of Wonk Traits Wonks are descendant like in terms of their legs and torso, the rest of their body being frog-like. Wonks cannot hop like a frog, their legs are only as powerful as a Descendant’s and function like a Descendant’s also. Torso is Descendant like, meaning their posture is straight and allows them to stand upright with their head facing forwards. Hands and feet are identical to ones seen on a normal frog, albeit larger and with a faint stickiness about it. More information under Abilities section. Wonks heads are identical to a normal frog head in all regards except that they possess the ability to form speech. Wonk tongue can only extend out to the Wonk’s arm length and possess a strength similar to one of their fingers. More detail under Abilities section. Wonks, being essentially big frogs, do not possess a visible pair of teeth. If a Wonk were to bite down upon something it would instead crush instead of cut were enough force applied. Wonk skin, despite it’s slightly slimy texture, exhibits no special properties or poisons, period. Wonk blood will change color, depending on the temperature of their location. A warm location will cause the blood to become cherry red in coloration. If a non-Wonk consumes this, they will experience a light high. A cold location will cause the blood to become deep blue in coloration. If a non-Wonk consumes this, they will only experience a feeling of illness and an intense dizziness. Redlines of Strengths & Weaknesses Wonks possess lesser souls, resulting in the inability to learn soul-based magics that require the Greater Soul of a Descendant. For instance, voidal magics, things that require aenguldaemonic connections, etc.) Wonks are not Fae creatures, and not of Aspectual origin. As such, they cannot use Nature’s Communion and Druids cannot commune with them. They WOULD be able to learn, however, anything that doesn’t require a Greater Soul. For instance, Kani, Blood Magic, Further Alchemy, or any such thing without dependence on the soul. Wonks are partially warm-blooded. This means that, while they prefer the warmth of their homes and any rather warm and humid place, they won’t die from visiting a cold location for fun reasons. They do, however, feel the cold much more keenly than other races, giving them the tendency to avoid it if they can, or at least bundle up, drink warm fluids, or keep their visits short. Wonks exhibit a tongue that functions similarly to that of their frog counterparts. Extends roughly, at maximum length, the distance of one block. However, once they extend it beyond halfway, their control of it lessens. Their tongues maintain the strength of their finger, and until extended fully can be manipulated rather well. This doesn’t apply well to combat situations, however, given how soft and malleable the tongue tissue is. Wonks are required to actively bathe or visit the water. If a Wonk hasn’t visited a body of water in at least a week, they are noticeably more flammable. Not to any substantial extent, but enough to make them as flammable as an old corpse. Subtype Redlines Redlines of Frog Wonks Height can biologically not go outside of the ranges of 4’6” to 5’0” at all. Skin tone for a Frog Wonk can be any shade of green or brown, with an optional light coloured patch on their stomach and up to their lower maw. Hands and feet can be a different, vibrant to neon, colour of the players choosing. If in doubt with colouring, just use the average colour schemes on an average frog. Do NOT use neon colours. Skin is smooth on a Frog Wonk, being slightly more slimy than their Toad counterparts. Redlines of Toad Wonks Height can biologically not go outside of the ranges of 4’1” to 4’7” at all. Skin tone for a Toad Wonk can be any shade of brown-ish green up to a very dull red/orange, with an optional light coloured patch on their stomach and up to their lower maw. Toads can also have splotches of a darker colour. If in doubt with colouring, just use the average colour schemes on an average toad. Do NOT use neon colours. Skin is bumpy and dried looking on a Toad Wonk, being slightly more rough than their Frog counterparts. Redlines of Ribbish Spoken primarily by Tribal Wonks. Reformed Wonks CAN speak it also but are unlikely to do so unless stressed or excited. It’s simply their vocal cords flexing, the natural noises of the Wonks having slowly been developed into a language. Speaking Ribbish, for a player, requires emoting roughly the same number of words as would be the Common equivalent, only in creaks and croaks. This can be done out of dialogue, for the sake of not repeating ‘ribbit’ several times. After speaking Ribbish, use an environmental emote, or PMs, or another method, of expressing to other Wonks what was said. Other races cannot learn Ribbish, as they lack the vocal capabilities. Mental State Redlines Redlines of Reformed Wonk Require an accepted CA to play. These Wonks are ‘domesticated’, or reformed, from their Tribal habits. Or, alternatively, those that followed the Descendants to Arcas from Atlas. Their culture is a mixture of copying and mimicking the things they come in contact with, primarily from the Descendant races. Clothing, phrases, architecture, and even traditions and perhaps religions, are all taken from whatever Descendants may be around them. The Wonks that ‘followed’ from Atlas are those that have been enslaved and subsequently put to work under various races, creating the foundation of their idea taking and mimicking. Their clothing, homes, and tools are all made out of the most readily available materials in their environment, usually resulting in a weird mixture of primitive tools and homes, but in an attempt to make them seem more Descendant. Redlines of Tribal Wonks Require an accepted CA to play. Speak primarily Ribbish, it is unlikely for them to know common and even if they do it usually to a minimal extent. This does not mean that they speak weirdly or have some sort of speech impairment, it just means their vocabulary is limited. More exotic and wild than the ‘domesticated’ Reformed Wonks, sporting a traditionally tribal outlook and lifestyle. As the Descendants and other arriving humanoids are unfamiliar to them, they’re very wary about others and visitors; being quite harsh or hostile to them. Spiritual culture, worshipping the only spirits they know of with their own depictions of them. These spirits being: Akathro Eathruz Urin Rinsdat Tagnir Hunter gatherer lifestyle, with these Wonks eating primarily meat. Live in the southern swamp-lands of Arcas. Ability Redlines Wonk Tongues Wonks exhibit a tongue that functions similarly to that of their frog counterparts. Extends roughly, at maximum length, the distance of one block. However, once they extend it beyond halfway, their control of it lessens. Their tongues maintain the strength of their finger, and until extended fully can be manipulated rather well. This doesn’t apply well to combat situations, however, given how soft and malleable the tongue tissue is. Underwater Breathing Wonks can remain submerged in water, as their skin can absorb air from the water around them, like their old frog counterparts. However, this doesn’t allow them to open their mouths or speak under the water, risking drowning in that method the same as anyone else. As such, a Wonk can drown, but not simply by being submerged. Dual Eyelids Wonks have two sets of eyelids. The innermost is thin and transparent. This allows them to keep their outermost, which is the color of their skin, open. Essentially allows a Wonk to give the impression of never blinking, but they are, simply with the inner eyelids. Also allows them to see underwater, or at least see if the water is clear. Purpose Wonks are an interesting, unrealised piece of lore that has already been relevant in LoTC and would be a shame to see it die with the end of the September Prince event line. This lore piece aims to revitalise said lore and add more for ET to work with and the possible addition of an enjoyable and unique CA race to play. Citation Aesop, for the September Prince eventline lore, and all relevant information like Khurmt. Zarsies, for creating the original Wonks. Written by Rickson & Archipelego (and like 1% Aesop). GOOGLE DOC VERSION Changelog Spoiler 26th May, 2019. Added info about Wonk birth and gender. Added properties to Wonk blood. Explained further about Tribals and their culture, while also opening up Tribals to being CA, unlocked from ET-Only. Fixed several lore discrepancies. 67 Link to post Share on other sites More sharing options...
Archipelego 2093 Share Posted May 8, 2019 8 Link to post Share on other sites More sharing options...
Enlightenment 1457 Share Posted May 8, 2019 frog bandits, can already see it lads! 4 Link to post Share on other sites More sharing options...
Porkgasm 266 Share Posted May 8, 2019 I support this! 1 Link to post Share on other sites More sharing options...
Bhased 3587 Share Posted May 8, 2019 cant wait to enact another genocide on the frogs but this time have them be player played 3 Link to post Share on other sites More sharing options...
Auriel_ 651 Share Posted May 8, 2019 a god amongst men 2 Link to post Share on other sites More sharing options...
Deer__ 527 Share Posted May 8, 2019 Chad move Rickson. 4 Link to post Share on other sites More sharing options...
Kanadensare 456 Share Posted May 8, 2019 hot 1 Link to post Share on other sites More sharing options...
Banned 343 Share Posted May 8, 2019 September, stop making the frogs talk!! +1 YES! 1 Link to post Share on other sites More sharing options...
Slothtastic 760 Share Posted May 8, 2019 You absolute ******* mad man. **** it why not 1 Link to post Share on other sites More sharing options...
Inferno_Ougi 1454 Share Posted May 8, 2019 Frog people. Frog people. Taste like frog, talk like people. 2 Link to post Share on other sites More sharing options...
KBR 1484 Share Posted May 8, 2019 23 minutes ago, ScreamingDingo said: you’re a map too late sorry. literally makes zero sense for them to be here. The orcs brought them on our great boats. Sorry Joel :^) 13 Link to post Share on other sites More sharing options...
AlphaMoist 1707 Share Posted May 8, 2019 Ah **** another creature race for my characters to be racist against 10/10 better than cat people, kind of wonky tho 7 Link to post Share on other sites More sharing options...
JokerLow 1189 Share Posted May 8, 2019 Oh bro, I remember the wonks eventline. It was alpha af. +1 3 Link to post Share on other sites More sharing options...
Salty 377 Share Posted May 8, 2019 well. if this goes through i suppose im playing frog pepole 1 Link to post Share on other sites More sharing options...
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