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[Wip][Poll Added][Lore Concept Only] Aranha, The Spider's Curse.


Cyndikate
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Aranha lore  

7 members have voted

  1. 1. Would you like to see this lore implemented in game?

    • Yes [Explain why]
      4
    • No. [Explain why]
      3
  2. 2. What do you think the Aranha's spider should look like?

    • A normal spider
      5
    • Quelaag. Woman fused with Spider. https://www.youtube.com/watch?v=PmJXSDIA0Xo
      2
  3. 3. Should Aranha taint only be cleansed with OOC Permission?

    • Yes [ Explain why]
      1
    • No [ Explain why]
      1
    • I don't care.
      0


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Warning: This lore is still a work in progress, and is subject to alters. I will only read constructive criticism and comments only. Any flames, trolling, or stupid nonsense will be ignored and reported to an FM. I am working to flesh this out for 4.0 since magic will not be accepted until then. Even so, magic shouldn't be necessary nor is the magic plugin.

 

 

If the lore is to be accepted, I request the Aranha be locked. Meaning that in order for one to become an Aranha, they must find a broodmother, or an Aranha that knows how to taint them.



 

The Aranha: Curse of the Spider

This is my third attempt at creating concept lore of The Aranha: The Spider’s curse. I have taken your feedback into account and made some changes based on the feedback that would work for the Aranha.

http://www.lordofthecraft.net/topic/104667-wipmagic-lore-succo-aranea-the-art-of-the-spider/?hl=succo

I want to thank all of you for your feedback, support, and criticisms. I took some of it into account as I made these changes.

I did agree that although I was doing my best for the Aranha to fill a role, which is being the support. It did a little too much. I've made several changes to this lore to fit the theme of a spider, and also the role of being an assassin/support without it being overpowered.

Also: Try to ignore the feminine pronoun. Aranhas can be both male and female. I used the feminine pronouns because I think of females when I wrote this.

The Following changes are made.

  • The Healing ability is removed - There was no reason to have it, and it was contributing to the everything magic.In addition to this, it could not be represented mechanically without a dedicated plugin.
  • This curse will no longer be dark elf dominant. Meaning they no longer have an advantage over non-dark elves. Any race of any gender can become an Aranha if they have been bitten by a tainted spider. However, Dark-elf Aranhas will only get asthetic changes.
  • The Aranha is mostly significantly nerfed, with less emphasis on magic, and more emphasis on the Aranha character herself - while most of her tries to follow mechanical standard. The Aranha will be the character herself, not the magic. Having the lore completely dominated by magic will not provide as interesting RP as the Aranha herself, while allowing her magic to play a tiny role in the character. Plus the Aranha isn't very combat oriented anyway. Most of this lore with the exception of her magic will be represented mechanically.

What am I trying to accomplish with this lore and why do I still persist with it?

What is the Aranha's purpose and what role will this lore play on this server?

I want the Aranha to create a presence on the server, a threat. The Aranha’s purpose is to constantly create RP for others. The lore is written so the player is forced to go out and roleplay every day and not hide in a cave with 5 other people. If she doesn’t go out, she can’t care for her spiders, and she can’t maintain her health and her sanity and she will eventually die.

The Aranha’s role is simple: To play the role of a support and if I can flesh out some of her magic bits[Which are still minor], including her spider form, play the role of an assassin. The Aranha is a hunter, a creature.

I will try to roleplay the basic Aranha(while still following mechanical standard) and make a bit of a presence so people can get an idea of what the Aranha is, and hopefully players can provide feedback on what they think, and how they would enjoy the RP more. If I find that players do enjoy the Aranha, then I will continue to flesh this lore out.]

Anything in green brackets will be represented with MC mechanics and follow the mech standard.

First stage:

After 7 days of being bitten, the victim will become so ill that she will be bedridden for days. Symptoms include weakness, muscle pain, headaches, nausea or vomiting. The victim will have a black rash throughout their body, indicative of that of the spider's curse. Their skin will be unusually paler. The symptoms will clear up in 7 days. In that time period, clerics/ascended would have the easiest time cleansing the taint. However, the skin pigment change will be permanent unless cleansed by clerics.

On the second stage, [Week 3]


The victims body would begin to attract spiders. Those spiders would be feeding off the users tainted blood, nourishing them and causing them to grow in size. The victim would be weakened as a result. The first two stages can be potentially fatal if the character's immune system is weakened or compromised, or if already ill. Deaths caused by the taint will result in losing it. The victim would now begin to have an increased appetite and a constant need to eat, even if he or she isn't hungry. In addition to these urges to eat, she will begin to crave meat. The nourishment of meat begins to give the Aranha more energy for physical and emotional stability, and more nutrients for baby spiders to feed until they grow old and strong enough to wean from her and onto their preferred prey. The Aranha would eat almost anything living, including insects or even men.

The Aranha would have already learned to communicate with their spiders. She can speak to them, understand them and know what they want. She can form a close bond with those spiders. She will also be fascinated by them.

The Aranha would gain spider like appendages on her body, which are sentient. The Aranha can unleash these appendages and suppress them at anytime.

More physical changes would begin to unfold. The Aranha would begin to form small hairs along her body, enabling them to climb the steepest of walls. (Represented by ladders and vines). An Aranha can be identified by their scaly hands. In addition to this, the Aranha’s eyes would either be black, yellow, red, grey or white or grey. Their skin would be much paler.

Her digestive system would undergo some changes. Allowing her to eat anything without getting sick. That includes rotten meat. However the transformation would also lead to increased appetite and frequent hunger episodes, yet the Aranha does not gain weight regardless of what she eats. [Though eating past her body's capacity to contain food will make her sick.]

Stronger immune system and more resistant to diseases. [?] [still questionable.Comment if you have an issue with it.]

 

Stage 2.5 ish - The Aranha will have dreams of the hunt. Her dreams will consist of being in the vision of one of her spiders out on their hunt. The dreams can be pleasant or nightmarish, and can be left up to the player. Your dreams will only consist of being in the perspective of your spiders. At this point, she can't share visions at will, and is only doable when she sleeps. At first, the Aranha may or may not be fascinated by this, but too much of it may eventually drive one insane. She cannot control her spiders during her visions.

 

Week four: [stage 3]

The cravings of meat become harder and harder to control. The Aranha has now formed the difficult to control predatory instinct. She craves the hunt and would look for an opportunity to strike her prey. The Aranha would be most active at night, scouring farmlands and killing livestock. or even in towns, waiting for the opportune moment to strike the elf foolish enough to walk alone. Typically, a new Aranha would start with preying on easier targets, such as small animals and children.

The Aranha would gain the command over her fully grown spiders in the hunt. They now have the ability to poison their foes. While her body begins to form her own poisons,it becomes resistant to poisons herself. Her bodily fluids are all venomous. An attempt to eat an Aranha can have deadly consequences. (Poisons are represented with poison items, Wolves will represent the Aranha's spiders.)

The Aranha's spiders rely on successful hunts to develop into stronger and larger spiders, in addition to feeding on the Aranha herself. If the Aranha doesn't hunt, then her spiders will not grow and eventually die.

The Aranha taint is nearly developed, and if it is not cleansed yet, this will be the final week where cleansing is possible. Any cleansing after the first week will become significantly and progressively harder.

Week 6 [stage 4] -

The Aranha’s curse would continue to grow more powerful. At this stage, it is already completely developed, and it would be too late to completely remove the taint. But they and their spiders can be significantly weakened and even easily killed by Clerics or Holy entities. [As they always have.] Attempting to cleanse the Aranha at this stage will potentially kill her.

At this stage, the inner spider grows stronger, and the thrill and need for the hunt intensifies. The Aranha can now be able to take on the form of a spider. This ability requires an extensive amount of mana to preform, and can be activated at any time with or without Aranha's control. Taking on spider form would take a little over 50% of the user's full mana, and sustaining it would continuously drain mana. [This can be mechanically represented through MPM’s spider disguise. Though MPM isn’t required, it’s highly encouraged.] The spider is an assassin. At the spider’s form, the Aranha is completely consumed by the her instincts [until late stage 5, it’s impossible to control, and even at that stage, the spider would only retain small amounts of logic.] The spider wants to hunt, and it doesn’t discriminate who it wishes to hunt, and it doesn’t care who it kills. Despite being dominated by instinct, it is still more patient and calculated than its humanoid form.

The Spider’s form is very fast, mobile and deadly, but is still as frail as the human’s form. It behaves like that of a regular spider that can poison. The spider will be of the size of a normal minecraft character. The spider can climb any terrain permitted with MC mechanics, hiding in the shadows until it waits for a good opening before swooping down from the kill. However, the spider must be careful as simply showing herself is a risky move. It is very vulnerable to attack, and it stands little chance in prolonged combat, especially when its target has group support.

Its legs are sturdy enough to carry living things double its size and weight. And her web is strong and durable enough to lift her up, and allow her to escape situations.

Spider's form will last for 30 RL minutes, or until the Aranha is completely drained of mana. Upon returning to her original form, the Aranha would already be too drained to do anything meaningful, and requires an extensive amount of rest. At this state, she is even more so vulnerable.

Spider form can only successfully be pulled off once per RL week.

 

The Aranha will now gain the ability to fully warg with her spiders. She can share their visions at will, and even control them. Controlling them takes up a significant amount of mana and must be used wisely. Restrictions regarding complete warging will apply.

 

At this stage, the only way to completely remove the Aranha's taint is through direct removal by the Broodmother.

[stage 5 - 10 weeks to 22 weeks.]

The Aranha would gain a bonus, and this ability is extremely rare even amongst the highest Aranha. She would be able to give off her taint to others via her spiders, giving her victims the curse. She can also give lower level Aranhas such abilities by transferring enough taint into her victims and teaching them how it’s done. Most Aranhas at this stage are leaders of a coven if they have one, and they are also at a capacity to teach new Aranhas.

The Aranha will attempt to control her spider form, and her Aranha’s instinct as by the 12 week stage, she should be able to easily contain some of her primal instincts. However, she can only contain a small amount of instinct in her spider form, which progressively becomes easier every two weeks of practice. Under her spider form, She is only limited to only one person of who she doesn't want to kill, which would be the one the Aranha deeply cares for most. Increasing the number of safe people every three weeks up to a maximum of 3.




Unleashing the Aranha

The Aranha is a being of craving and bloodthirst. An Aranha is a hunter. He or she is always craving for the hunt. A prevalent trait in this case would be a craving to kill and eat anyone she finds easy prey. The inner Aranha doesn't care who she desires to hunt, whether it be friend, family or foe. The Aranha could be reckless crazed hunter, or a calm and calculated one. Every Aranha is different. The Aranha is no longer a creature of logic, but of instinct. The Aranha would spend most of her time trying to fight the urges to devour her allies.

An Aranha from Stage 2 on would be severely plagued by these urges to hunt, kill and eat. You would hunt if your instincts dictate it. The only way to relieve these urges is through hunting or through consumption of meat.(unless full, not as effective as just going out to hunt)Many would often be nocturnal hunters. If the Aranha wishes not to go after man (assuming he can control that urge) then he or she can settle for livestock such as live chickens. Urges can be surpressed, but it is difficult and could potentially exhaust the Aranha physically and mentally.

Meat is a requirement for the health of the Aranha and her spiders, especially those who feed off their mother. One week without consumption may cause severe weakness, hysteria and if too much time has passed without meat, the Aranha and her spiders would die.

 

The Biology and life-span of a spider

Small Spiders -

Upon reaching the 2nd stage of the curse, the Aranha will attract small amounts of spiders. The Small spider is the most basic spider the Aranha can find easily, starting off at the size of a quarter. 1 week of continuous feeding of the Aranha's taint will allow them to mature into medium spiders. However, very few spiders will even survive before they reach this stage. Some have an average life span of 5 days, and very few manage to live past it. The Aranha at an early stage has enough taint to feed up to two small spiders, increasing by one every two stages.

Small spiders only contain basic and weak poisons. They are much more easy to kill. They are too young and developed to be too much of a threat.

Medium size spiders -

They can be up to the size of a tarantula. At this stage they will be less reliant on the Aranha's taint and more prepared for hunting. They now have more poison abilities that help the Aranha secure the kill. Medium sized spiders will grow up to 6 inches per week, for a maximum of 3 weeks.

Medium spiders have a much stronger utility than their smaller counterparts, packing more tools for the hunt, but they are much less combat oriented than their larger counter parts.

Medium spiders have an average lifespan of 10 days.

Large Spiders -

Starting out at a minimum size of 18", Large spiders still rely on consistent hunting and care from the Aranha mother herself to survive and grow. Large Spiders can grow up to 3 inches per day per sucessful devouring of prey for one week.

Large spiders when they grow large enough sacrifice most of their utility for raw power, only relying on their single poisons to aid them in hunting. The Large spider's role is to protect their mother from danger. They serve as the Aranha's sword, armor and shield, her only line of defense. They would be significantly harder to deal with compared to their previous stages, provided that they are cared for properly.

Large Spiders can survive and live for up to a month.


Benefits of the Curse:

  • The Aranha would gain new abilities, including creating her webs, use of poisons, and caring for her spiders through the use of her taint.
  • She has a stronger digestive system, allowing her to eat anything without falling ill. Including rotting flesh. She can even eat dead skin cells, allowing her to be useful to others in some ways.
  • The Aranha would be more resistant to poisonous materials.

The Drawbacks of the curse:

  • The Aranha serves as a support role in conflict. They usually can't hold their own in combat, especially when they greatly rely on their spiders to do their fighting for them.
  • The Aranha would be plagued by the instinct of a hunter and a spider. The instinct doesn’t discriminate who it wants the Aranha to kill. If not properly contained, she could succumb to instinct and kill her own loved ones. It takes a strong will to resist the instinct and retain their composure, even if it’s exhausting. A weak mind, or one that is scattered, unstable or unsound will be vulnerable to the Aranha’s unbearable instinct.
  • The Aranha has a heavy reliance on the spiders she care for. Without her spiders, she’s at a guaranteed defeat unless she can utilize other forms of combat, such as magic or mundane weaponry. The opponent should kill her spiders first before attacking her since she is very vulnerable without her pets.
  • The Spider’s form is very risky and dangerous, as its role is to assassinate, not be a boss mob. Meaning it needs to find an opprotunity to go in for the kill, swoop in, kill her targets and quickly escape. She cannot perform prolonged combat very well her form. In fact, in terms of combat, the spider form is in a much worse state than the Aranha's form. Foes are advised to bait her into attacking, and immediately kill ker, as simply showing herself makes her vulnerable. Foes can easily defeat her by striking her before she has a chance to escape.
  • Spiders are permanently killed upon the Aranha's death, and the Aranha would be back to square one upon being revived, caring for her small spiders and spending days to weeks caring for them growing them into full size beasts.
  • On an OOC level, Aranhas would be very difficult to roleplay and play well. This requires creativity and a lot of patience with the character as you are essentially required to go out and roleplay. You also have to RP out your urges to kill, whether you are acting on it, or trying to surpress it. You also have to keep track of your spiders, and their lifespan. In a roleplay enviornment you have to not only roleplay yourself, but also keep track of your spiders, and roleplay each of them simultaneously. You have to find strategic ways to hunt your opponent in the safest way possible. Some situations are easier and harder than others so if you can't use your head, you're in for a bad time.

--
Abilities of the Aranha. [Anything with a ? is still questionable. If you have anything to say about anything written in red, comment.]

  • Creating webs, and ordering spiders to do her bidding. Caring for her spiders well enough to grow to the size of her hip and have a longer lifespan.
  • Create poisons out of her fluids, and transfer her poisons through her spiders and appendages. Poisons will come at a long list, including having her saliva break down muscle tissue.
  • Drain life force through biting her victims [?] [Even though Necromancers have this ability also. The Aranha requires being in close range and not be disrupted in her attempts to bite. Necromancers can drain life force and do it much more safely than the Aranha.] REMOVED
  • Spider form under specific circumstance, and only available at a Tier 4 stage. [6 weeks]
  • Being able to transfer their spider’s curse to others. [Requires Tier 5, and being taught by a higher level Aranha.]

The Aranha’s bite will have the following effects.

The Aranha can only use one effect at a time. These abilities are powerful, but due to their close range, it can be difficult to pull off, and requires extreme amount of calculation. This is subject to edits, additions or removal.

  • -Life Force Drain[?]REMOVED
  • -Breaking down and dissolving muscle tissue via Saliva [Like what a normal spider can do]
  • -Draining Mana and replenishing her own.[?]
  • -Paralysis, or temporary catatonia.
  • -Poisons[it will require the Aranha’s creativity and common sense to not powergame, but there will be a list of curses and poisons soon.]
  • The Aranha will always know where her spiders are. And spiders will know where she is. She has formed such a close bond with them that she can easily find her pets from anywhere.
  • The Aranha will have warg like abilities with only one of her spiders, even when she sleeps, she shares the vision of her spider, seeing whatever it sees, hearing whatever it hears, and smelling the scents it finds. When she sleeps, she will be unable to control the spider.

The Aranha’s spiders will have the following abilities. In addition to this, they will behave like normal spiders.
[spider keys: S - Small Spiders[size of a quarter]. M - Medium[size of a tarantula.] or Large - [big enough to reach your hip height. Refer to the spider's biology in the previous lore I linked to get an idea on how they mature.]

  • Basic poisons, such as extreme pain, paralysis [s, M]
  • Mana drain [M, L]
  • Paralysis [s.M.L]
  • Transfer curses, and taint [s.M.L. Transferring the spider’s curse requires a high level Aranha stage, being an Aranha for a minimum for 3 months. Anyone above the 4th stage[6 weeks] can only get this ability if taught by an Aranha.]
  • Curses [M.]
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Interesting, very interesting. +1

 

Edit: I would like to know what happens if the one gets bitten while pregnant.

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Interesting, very interesting. +1

 

Edit: I would like to know what happens if the one gets bitten while pregnant.

Two things will happen, and I have this written elsewhere.

 

Aranha females are mostly infertile anyway and have a hard time conceiving. If the female gets sick while pregnant, the taint will have a strong chance of killing the baby. In fact, during pregnancy the immune system is compromised, the female might actually die herself before the third stage. Remember the spiders are constantly feeding off you, weakening you, but unless you are at a point where you are immunocompromised - You should be able to survive that stage. If you die from the taint as a result, you lose it.

 

If the Aranha is pregnant past the 4th stage, and the baby is lucky enough to survive the 9mos-5yrs of pregnancy[which would be a 25% chance per stage of pregnancy.], he would have some birth defects and retain some of the mother's Aranha traits.

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What if you're a Mori'Quessir, one of the few still remaining (such as myself), who already have literally spider blood in them - as per the lore? 

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What if you're a Mori'Quessir, one of the few still remaining (such as myself), who already have literally spider blood in them - as per the lore? 

Then you're likely already Aranha. Probably the oldest of their kind.

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Ooh, this looks interesting. +1

 

I like the 'draining mana' idea, since their mana is already draining and hunting should be able to give them more than just food and settling their cravings. It would let them stay in spider form or whatever longer (as far as I'm assuming).

 

What I don't like is the mechanic of wolves being the spiders unless they're the large spiders. It wouldn't make sense, and if one has too many wolves/spiders, it might cause lag. Although, I may be wrong, since I remember something about two spiders? I'm not sure, I'm forgetting what I read a few minutes ago (I'm lame).

 

Maaaaybe draining life force isn't a good idea. You'd have to have fantastic roleplayers to pull that off without seeming.. powergame-y. I mean, I personally wouldn't mind if that happened to me, but others might complain about how they didn't have a choice in what was happening.

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Then you're likely already Aranha. Probably the oldest of their kind.

cool so if this magic is accepted I can RP it like I've been hiding it or what? xD

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--

Abilities of the Aranha.

 

  • Creating webs, you mentioned earlier they could climb said webs. I also kind of want to know /how/ the web s are created. Is it spiderman sort of deal? Or do they secrete them through some kind of oriface? Or is it just something that comes off on their skin? Climbing it, I guess you could use ladders for that (until magic plugin implementation) but that's still pretty iffy, since I'm assuming you' were thinking of something like hanging from the ceiling, which can't be done via MC mechanics. :c
  •  
  • and ordering spiders to do her bidding. Caring for her spiders well enough to grow to the size of her hip and have a longer lifespan.
  • Create poisons out of her fluids, and transfer her poisons through her spiders and appendages. Poisons will come at a long list, including having her saliva break down muscle tissue.

         This will definitely break Mech standard, at least for now. Perhaps it can be implemented in the magic plugin if this gets accepted. Though, people RP poisons anyway so it's not a huge deal, but unless you have something to represent it via PVP it might get shot down, I think.

  • Drain life force through biting her victims 
  • Spider form under specific circumstance, and only available at a Tier 4 stage. [6 weeks]
  • Being able to transfer their spider’s curse to others. [Requires Tier 5, and being taught by a higher level Aranha.]

 

The Aranha’s bite will have the following effects.

 

The Aranha can only use one effect at a time. These abilities are powerful, but due to their close range, it can be difficult to pull off, and requires extreme amount of calculation. This is subject to edits, additions or removal.

 

  • -Life Force Drain[?]
  • -Breaking down and dissolving muscle tissue via Saliva [Like what a normal spider can do] This needs to be explained better, I think. Just how much muscle tissue? Just in the area? Is it rapid, as in a few seconds and wherever the bit is rendered more or less useless? How would one emote such a thing? What does that look like on a human?
  • -Draining Mana and replenishing her own.[?]
  • -Paralysis, or temporary catatonia. 
  • -Poisons[it will require the Aranha’s creativity and common sense to not powergame, but there will be a list of curses and poisons soon.] 

The Aranha’s spiders will have the following abilities.

[spider keys: S - Small Spiders[size of a quarter]. M - Medium[size of a tarantula.] or Large - [big enough to reach your hip height. Refer to the spider's biology in the previous lore I linked to get an idea on how they mature.]

 

  • Basic poisons, such as extreme pain, paralysis [s, M] The small spiders, IMO, shouldn't have paralysis. Extreme pain/burning pain is definitely okay though. 
  • Mana drain [M, L] 
  • Paralysis [s.M.L]
  •  Transfer curses, and taint [s.M.L. Transferring the spider’s curse requires a high level Aranha stage, being an Aranha for a minimum for 3 months. Anyone above the 4th stage[6 weeks] can only get this ability if taught by an Aranha.]
  • Curses [M.] Depending on the nature of the curses, this might tread on Shamanism and Soul Puppetry a little too much. This would need more explaining, but you mentioned you would have a list soon enough.

 

 

Other than that, I love the lore and such! :)

 

Edit: I have no issue whatsoever acting as like, the mother of all of these things with my Mori character. Mori's, by lore, are very much like this other than the abilities. They're deceptive, excell at hiding things and controlling themselves and their urges (want to kill just about everyone that they look at unless they can use said person for something, cannibalistic to some extent, backstabbing, decietful, etc.) 

 

I also would like to know how a "max power" Aranha would look in their day to day form. You mentioend somewhere that they end up getting eaten by spiders and such to some extent, so how would this look?

Edited by Demotheus
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Ooh, this looks interesting. +1

 

I like the 'draining mana' idea, since their mana is already draining and hunting should be able to give them more than just food and settling their cravings. It would let them stay in spider form or whatever longer (as far as I'm assuming).

 

What I don't like is the mechanic of wolves being the spiders unless they're the large spiders. It wouldn't make sense, and if one has too many wolves/spiders, it might cause lag. Although, I may be wrong, since I remember something about two spiders? I'm not sure, I'm forgetting what I read a few minutes ago (I'm lame).

 

Maaaaybe draining life force isn't a good idea. You'd have to have fantastic roleplayers to pull that off without seeming.. powergame-y. I mean, I personally wouldn't mind if that happened to me, but others might complain about how they didn't have a choice in what was happening.

The only way to not have your life force drained is to not allow the Aranha to get close enough to you and bite you. Don't leave yourself open for the Aranha to strike, which isn't that hard. If they allowed themselves to get bitten by an Aranha, it's really their fault. Aranhas may be weak in combat, but they are especially designed to exploit and punish their foes mistakes.

 

 

I also would like to know how a "max power" Aranha would look in their day to day form. You mentioend somewhere that they end up getting eaten by spiders and such to some extent, so how would this look?

Max power Aranhas would appear to be the same as everyone else, other than her spider form, which asthetics can be left up to the player.

 

As for spiders devouring the Aranha, it's just them latching their fangs into her skin and eating up some of the tainted fluids. It can sting, or hurts like a mother, depending on the spider feeding off her.

 

 

Didnt serenityonyx and the staff both say in 2.0 that no mori are to survive/exist in 3.0?

Unfortunately, Mori are still being played.

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Didnt serenityonyx and the staff both say in 2.0 that no mori are to survive/exist in 3.0? 

If your mori'quessir (an accepted one) was an outcast, which mine was but I'm too lazy to explain exactly how, then it's no issue. There are about 2-3 active Mori's  now...well, maybe just 2.

 

I know a certain ET who wants to make a Mori Event character for some reason, and if he goes thorugh with it i'll be miffed...and I'm sure Serenity Onyx will too.

 

A while back I was trying to make a skin for my Mori, because i lost my previous ones, and was asking for help. SerenityOnyx actually commented on that thread with advice and wished me luck and such. So she knows I play a more.

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I thought serenityonyx and the staff agree'd on killing ALL mori in 2.0.

Killing ALL mori wouldn't make sense since the way they were "killed" was that they were called back to Menorcress, any who weren't outcasts logically, and then they entombed themselves into Menorcress.

 

So no.

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I've changed my mind and decided that the Mori will not automatically gain access to the Aranha's curse. Simply because the source of the curse would have to be from Nemiisae and unless I get the okay from serenityonyx, Nemiisae or the Mori are not to be included in this lore. If I can get confirmation from staff that the Mori are permitted to be played then I might reconsider.

Besides, for now I wish to be the only Aranha until the lore begins to make enough presence and lore wise it would ICly take months to get the ability to spread the Aranha.

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