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[Shelved][Addition/Amendment]Muyakelgs


Panashea
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Like many, Aegis itself shepherded the beginning of the hunt for divination. Elves, gifted with their eyes saw the truth of knowledge in canopies’ leafs. Dwarves with their eyes saw the truth of knowledge in the earth, such as golems. The only connection, beside a yearning for unlocking divination was the fact all found it in their own perception. All who possessed the depth in their soul sought out to obtain, but few found the knowledge they seeked. Albeit, the orcish kind, having the prospect of the spirits found them to be keyholders of absolute, sacred truth.

 

Such an event turned those wise of the orcish people into the most renowned seekers of knowledge. Where bloodlust ran amuck, like a boiling pot, so did the opposite occur with guided shamans. They wielded higher thought, yet weren’t void from the warrior aspects brewed into their being, and culture. Farseers, witchdoctor, elementalist, lutauman, each a diligent study of spirits, brought another creation through combined efforts. Shamanism, being able to be practiced through different means abled a creation that wouldn’t shame the spirit’s pride, as the created was a spirit itself.

 

A creature chiefly about strength, being the prized attribute of all orcish kinsmen. The muyakelg semblance isn’t its entirety with them too possessing intellect. This makes underestimating them a fool’s game at play, as like the misfact of orcs these creatures compared with themselves capable of speaking in a manner they did in life. They’ve been commanded at the hand of shamans, though these ancestors often pact to serve their own agenda in the mortal realm they’re able to inhabit again.

The Ancestral Muyakelg:   

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“Monsters, creatures.”

- A wanderer in orcish deserts

 

The Muyakelgs, having pacted are torn from their ancestral home to become pinnacles of orcish might. Unlike a Descendants mortal vessel, muyakelgs take on a form less frail, and ultimately weak. A few souls tapping into scholarly arts believe it’s in their nature to take warped visages, for fact they discard their heavenly, bountiful plane. However, this curse is why pacts are made, giving them the predatory hunting that orcish society praises. The once uruks, goblins, and ologs aren’t monsters as their crude forms elude them to be, but are apex predators. Orcish society doesn’t punish their malformed products on fact it’s truly beauty to them. They take product of canny hunters risen out of ancestral spirits, thus it’s natural most are praised with respect, if nothing else.

 

What these ancestral warriors and hunters can do is limited to their narrowed arsenal. They lack magical prowess of any sorts, instead adopting brutal physical ability in the body they awaken from. It’s possible for them to refuel themselves by consuming ethereal, spectre creatures. Muyakelgs are lament as they carry not a remembrance for their past life, however recall struggle; that which binds all, doing so in one way or another. One might remember glimpse of something through an object of regonication, for example a warrior in battle might remember the brutality he witnessed happening on the battlefield in life to pass like a receding hairline. Again, scholarly fellows contemplate this unknown sense of distortion inside the muyakelg to be a spiteful, bitter curse. Why would anyone leave the celestial realm, which flourishes joy far greater than any respite within Axios.  Muyakelgs take this form, abandon a good deal of their memories and happiness within the mortal realm to continue serving the shamans and orcs of Krugmar in steadfast honor.

 

Muyakelgs in being born again lose a great deal of their memories. All that often remains are the martial arts, and a strange sense of grief and remorse. Unlike the descendants of the lands, Muyakelgs are pained with the conscious fact of knowing their original death, stained upon their mind in vivid, painful visions. As such, they are susceptible to mental magic,  and prying into their minds to freeze them within their horrific demise.

 

In terms of height, a Muyakelg is only a few feet smaller than an olog, around 10 feet. Muyakelgs require more energy in the same way ologs require food. Muyakelgs require spiritual energy, without it, like a tin man’s joints to rust will their bodies lose the energy that keeps them properly functioning. Thus, any of larger demeanor are highly reliable on the shaman’s hand that spawned them compared one made to fit regular orc size. Muyakelgs are made of flesh, though no bone, powered by the Ancestral energies within it.   Their limbs may vary from tentacles to hands, claws, alien appendages, though no wings or things capable of flight. They may be bipeds, quadrupeds, or strange creatures with many legs or a slug like foot or tentacles to meander upon.  Their mouth, or mouths, maws, jaws may be attached to its form, anywhere, as are limbs, hands or horns. Muyakelgs are rarely humanoid in any regard as the flesh used comes from various animals/people, and one made in such a form would be nearly impossible to find.

  

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Two legged, but four armed.

 

Muyakelgs outmatch standard physiology with their multi-limb capacities. A universal law applying to added limbs is they become less able to mimic orcish strength in their grips, swings, and daily doings. They bleed much like any other being containing mortal flesh does, although they aren’t without tough skin. Their martial prowess far extends past the reach of any mortal, wielding any weapon with ease and combating against them. Despite their size, they are able to briefly charge at the speed of orcs and other descendants, and possess the strength of nearly two ologs divided along their arms. A Muyakelg possesses the strength greater than olog, though with its many arms and limbs, the strength is divided among its arms and limbs, though individually weaker than ologs, their combined strength surpasses it. Due to Muyakelg’s lacking bones, and simply being of flesh, their arms/limbs/appendages allow them to have full 360 rotation on all of their limbs. In terms of durability, they are HIGHLY susceptible to taking head wounds. Impalement, such as a spear or polearm striking them will instantly kill them. Things that pierce their flesh will sever their connection with the Mortal Realm and power them down. Muyakelg bleed out, not blood, but spiritual essence, and overtime they will also begin to slow down and collapse in the same manner.  Due to being made of simple flesh, a Muyakelg is harmed by all conventional means, though somewhat reinforced to the damage by the hardened flesh they bear. Piercing weapons will do little to the Muyakelg’s form save for an injury to their skull. A Muyakelg may lose an arm or leg, but with many possessing three or four, the beast is rarely brought out of commission, often fighting until it is unable to walk forwards. As made of flesh, they are susceptible to fire, lightning, etc, things that harm the flesh.

 

Ancestral spirits undertaking this pact suffer from not being able to share their name to anyone outside the shaman, for good reason. The first step to making a pact is retrieving the spirit’s name, thus it gives said person the reigns. A spirit's name must be shared to the closet of trust at the weight it carries.  Such a power grants the lutauman control over the Muyakelg, a strange sort of relationship between the two.

 

For such to begin, a lutauman must seek out a lesser ancestral spirit, currying favor and approval in their name by whatever means, often through appealing to their aspect or craft they held in life. Once done, the Ancestral reveals their name, and the work begins.

 

The majority of the labors are in the Witch Doctor's creation of the host body. He must collect bones, which could be from animals or people. They must be immersed in sand for three days, and at the dawn of each day a bucket of mixed blood, cactus juice and sea water dumped over the burial site. The Witch Doctor must then exhume the bones and bring in the Lutauman for the next step.

 

The bones must be placed within the embers of a formerly large bonfire. The Lutauman will attempt to invoke spirits willing to impart a small blessing on each bone through intense chanting and dancing, while the Witch Doctor carefully examines each bone, turning them over in the embers with tongs.

 

The Witch Doctor must now take the bones and sew them together with animal sinew and leather into a makeshift skeleton, under the instruction of the Lutauman who dictates the desires the spirit has for its physical form. More often than not, this leads to bony frameworks that look alien and otherworldly, with extra arms and legs or other bizarre deformities.

 

Then, the sown skeleton must be coated with a mixture of lamp oil and gold dust - except for the eyes, which must be covered and protected during this process or the entire efforts of the Shamans will be ruined. The Lutauman shall invoke the spirit which wishes to become bound, chanting and lighting incense. The spirit will allow itself to inhabit the incense, and the Lutauman shall breathe in quickly as much of the smoke as he can hold. Bringing a straw to his lips and placing the end into the eyes of the skeleton frame, he then blows out the smoke. The Witch Doctor, lastly, must light the oil on fire and the entire bone construct then erupts in flames.

 

The spirit courses through the skeleton, using the spiritual energies infused in each bone to grow flesh across the skeleton: sinew, tendon, muscle, skin. The Muyakelg flexes its joints, slowly

bringing its warped form from the floor...

 

*Dark Shamans create their Muyakelgs in a different manner, though keep the same concept and powers without variation.

 

Due to the energy possessed in their Naakts, the Ancestral Spirits avoid simply creating pacts based on word alone. The process in making Ancestral Muyakelgs is identical to that of normal shamans in that they take flesh,organs,bone and horns, burying it and blessing it with gold. Then, the dark shaman must use their Naakt to travel to the Ancestral Realm. However, due to their taboo and generally despised ways, few Ancestral Spirits will dabble in the affairs of a dark shaman. Instead, they must travel to the far edges of the Ancestral Realm, a terrible and horrific swamp lurking with previous iterations of dark shamans, and the dishonored and whitewash. There, they will find restless Ancestrals, many who were killed and seek to re-enter the Mortal Realm.  As such, a dark shaman and a Muyakelg form a pact of trust, the dark shaman completing a task or goal, a job left unfinished by the Ancestral(Up to the discretion of the MT/ET/LT, or head dark shamans, PM divine if you forget stuff). Once done, the spirit is drawn to the body in the same manner, and the Muyakelg is born.

 

Despite their powerful forms and sizes, Muyakelgs are not indestructible. Their heads are the focal point of their connection to this world, and if struck their with powerful magics or force, a Muyakelg will surely perish, their spiritual form abandoning the vessel and returning to the ancestral realm once more. This is not however, the end of a Muyakelg.  A lutauman may seek out the same Ancestral, summoning them again, and again as many times as they wish.  They have no memories of their actual death, though they recognize that they are being resummoned again after perishing in battle.

 

Upon the birth of a Muyakelg, the new, eldritch form they take on is a difficult one to master. As they have new limbs, eyes, appendages and the like, a Muyakelg’s combative form is not truly realized for the first 7 elven days. However, as the same Muyakelg is resummoned again and again, this time of getting comfortable decreases by 2 elven days, before capping at a minimum of 2 days. Muyakelgs no longer suffer the penalty of being forced to speak Old Blah, and instead are allowed to speak ordinary Blah.

 

As it is a spectral creature in physical form, a Muyakelg can see other spectral entities even if they may be invisible, and can touch and interact with them even if they are not corporeal. However, this sensor only extends to 10 blocks.The process of consuming a ghost involves the Ancestral Muyakelg in a 3 block radius, drawing it forth via its own connection with the Ancestral Realm. Usually reserved for restless spirits, the Muyakelg goads the spectral to demanifest in projecting the bounty of the Ancestral Realm to the ghost. The Muyakelg opens its so called ‘third eye’, and enlightens the spirit, before absorbing its energy, often causing many to never return.  



 

Pros:

You get to play a creature outside the basic Descendant threshold serving shamans as a fleshy ancestral spirit.

 

Muyakelgs are hunters endowed the chiefest qualities of orcish society. They have high honor, great hunters, strength, and resilient hides.

 

An ability to consume ethereal subjects such as ghosts,gravens and other restless spectres, though nothing beyond it.

 

Cons:

It’s impossible to cast any kind of magic outside the ability to eat lower classed spectre creatures.

 

They need a shaman to refill their power once every 4 irl days, or consume a lower classed spectre

 

Their strength is divided among their arms. A four armed muyakelg will find that each of their arms is approximately that the strength of a human..

 

Extremely vulnerable to wounds upon their head as it is the binding point of the Muyakelg, and so impalement will cause them to dispel immediately. 

 

Xannic Magic will sear their flesh,  causing damage, though not harming them to the extent of other undead creatures.


 

Extremely vulnerable to mental magics, as the memories of their original death bring them great anguish and pain.

 

They must adjust to their new forms, which takes many elven days to do.




 

The Elemental Muyakelg:  

In sharing a powerful bond with their pacted elemental spirits, they possess the ability to aid in the creation of elemental Muyakelgs. A Farseer and an Elementalist, both T5, must approach a spirit the elementalist has pacted with, or two T5 Elementalists of the same Element. They must ask for the spirit, taking part of its essence to use for the Elemental Muyakelg. The ritual begins with the same body and construct being formed, and once made by the Witchdoctor, the Elementalist and Farseer chant together, calling upon the spirit for days. Neither will eat or drink during this process, risking their lives and sanity to create such a powerful entity. Then, within the center of the beings core, fire, electricity, air, water, or earth coalesce before engulfing the fleshy body within the element. The Muyakelg is born, though possesses the mind of the Spirit pacted with.  However, this comes with many problems. Due to not knowing the true name of the Spirit, the shaman has no true control over the Muyakelg. This is not to say the Muyakelg will simply wreak havoc and destroy the lands. It cares more of spreading its influence and power over the world as an elemental would. An Elemental Muyakelg cares more about spreading its influence over the world rather than aiding the shaman, though requires FAR more power than the normal Muyakelgs. An Elemental Muyakelg requires the charging of its energy every 3 irl days, and the intense draining leaves the elementalist powerless for 2 elven hours.  Due to elementals taking on any form and shape, they do not struggle controlling their new bodies, though have a tendency to wildly burst with their element outwards for the first elven week. This does not happen in combat, nor can be used to a Muyakelg’s advantage.  In terms of spells and abilities,  an Elemental Muyakelg contains 12 spells to attack(save for 6 with earth), though plentiful,  with each attack, or bleed/discharge their essence,  they lose 2 of their spells.  Elemental Muyakelgs must be recharged once every 4 days by a shaman,  and such would drain half the shaman's mana reserves. Wounds and injuries may also be healed, allowing parts to be reformed, though such would be even greater a strain. To recharge such, any shaman, or spiritual presence must spend emotes to do such, while the reformation takes another two.

 

 

*Other than Earth(which possesses construct), they possess necrolyte buff,  due to their more fragile forms and slight aversion to gold, which impacts their form greater than steel weapons.






 

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“Scorching hulk, born from a hottest chasms fire.”


 

The fire elemental burns smoldering, but this fact is less from its evident fiery nature; rather it’s because sizzling flames rise off their backs, like dogs back hair on guard. They have no core, yet everything clings together in one piece as these creatures do have a midcenter-- a solar plexus of sorts. A fire elementals feet area often carries soot and ashes that violently whip around the whirling flame. Furthermore, this variant specifically reaches a maximum of seven feet with most closer to six feet ranges. The ground directly underneath them often leaves their trail as it becomes scorched.

 

Their makeup, consisting of fire is vulnerable to any type of water, voidal or normal. It goes to say obviously a mere bucket won’t fell one like a wicked witch.  An impacting weakness is fact they can’t compact fire enough to wield weapons. This isn’t including the fact anything a fire elemental tried to grip would away burn at their touch. When using spells from their element, being themselves, it drains away their essence as they’ve used themselves for energies. Their power only reaches out four blocks, in which they can; summon balls of flame, around the size of a (3ft Sphere). Small fires and embers trail behind the Muyakelg, and they can only be manipulated for aesthetic purposes, as well as leak liquid burning material from their orifices, though serve no combat purpose.  They may breathe flame, but only spill it outwards, no more than a foot. They are not flamethrowers, rather, they must heave great balls of fire forwards, and the range of their fire extends out to around three feet. The fire is actual, is actual fire, and the further it spreads outward, the less control and conscious the elemental has, before simply becoming a wildfire, consumed by the madness of flame. With enough water, restoring an elemental to their aware state might be possible. No weapons may be formed with their limbs.Aurum may cut at their forms however, due to its spiritual energies, and disrupt and shut down the Muyakelg with attacks. Stabbing or slashing at one with Aurum would be as effective as striking a mortal.  


 

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“Birthed of a waterfall, least it acts like droplet of one.”


 

A moving stream, gathered into one bundled mass fits the water elemental. The lines of a riptide mark their aquatic bodies as they take blue lagoon colors combined with faint greenish hue. They’re an ocean in comparison to its natural state, albeit lack the sheer quantity. They’ve a resemblance to their aflame cousins at reaching total height at seven feet. Water elements exist as counterparts in any other respect. They lack feet, being replaced with pressurized water twirling vortex-like. Often lose ground breaks under them as their pressurized, vortex-like feet push on mother earth.  

 

They suffer weakness to fire, voidal or normal; they too have advantage over fire. Another weakness afflicting water elementals is they can’t comprise the solid grip to wield weaponry. All they can use is the element of themselves that ultimately siphons them their longevity, and water within a four block radius. A water elemental is almost identical to their fiery counterparts in being able to assault targets with water. Their control is much more precise, though they lack the intense surge of power Fire Elemental’s possess. Often, they simply drown their targets. A Water Elemental may switch between Ice and Water, though the intense form of their magics would force them incapacitated for 5 elven hours.  Within their ice form, they may launch projectiles of ice or heave boulders of ice at their target. Any target soaked in water would be subject to being frozen. While in water state, they are unable to bend ice, but may turn it into water, and vice versa. The pressure of the water may cut skin or irritate flesh. The ice, thrown as a sharp projectile will easily impale flesh, or even  weak armor. Aurum may cut at their forms however, due to its spiritual energies, and disrupt and shut down the Muyakelg with attacks. Stabbing or slashing at one with Aurum would be as effective as striking a mortal.

 

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“Deposits of earth birthed with consciousness.”


 

Earth, strongest of elementals due to its inherent name, and design. An earth elemental lacks the mastery a shaman has wielding earth, such as turning to sludge mud, molding earth. They can only manipulate the solid rock that makes up their form, or those within a three block radius, and lack even weaker control than their brethren. A large chunk of their magic is spent in movement, and as such, a majority of their energy and power goes to moving. Even still, the Earth Muyakelg may only move slightly faster than a golem. 

 

They share another physical weakness that must be thought out using one's imagination. Earth elementals have higher heights, standing on par with uruks. They rank our their brethren by ascending to eight feet visages.Due to the intense magic required to manipulate the earth, Earth Elementals are unable to manipulate the land as a Water or Fire Elemental may. At their most powerful, they must take from their form and fling rocks forward, no greater than a baseball. This however, costs the earth elemental its form and magic. Though they have little combat skills, they may form their hands into blunt weapons or spiked maces and hammers.  They are relatively immune to the spell loss of general attacks, due to their rocky, well contained exteriors,  though have rocks deep within them key to maintaining their form. If such were struck, their limbs would begin to fall apart, before dispersing after 5 emotes. 


 

 

 

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“I’d hate to get stuck inside one.”
 

 

Air elements mimic tornados without the raw intensity, and havoc. They  like water elements are pressured, possessing fast moving winds. A person may find it hard to breathe within one, and find it difficult to escape their center. They stand at a maximum of seven feet, like most elementals.They’re weak to fire, draining the air they use to sustain their wispy form. They lack an ability to pick any sort of material up through their windy, passing grips. It’s possible for them to use the element of themselves to produce winds capable of knocking people off their feet with a charged spell(3 Emotes).

 

They control the very passing gusts of wind around them in a 4 block radius, which is limited due to them also suffocating the air to sustain themselves, causing them to lack vast control of the air around them.. An air elemental possesses the ability to shoot blasts of wind, and force them forwards at such a force that they rend their target(3 Emotes of preparing wind). However, due to the breezy nature of this elemental, simple aurum may dispel them with a few strokes of one’s blade. They can choke a person out like Zaheer(TLOK), though the process is tedious, taking two emotes of prep, and four emotes to incapacitate/kill the person. It is noted however, that during the process, it is extremely hard to move/escape while being choked.




 

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“Storm’s calling.”

 

Storm Elementals are far more dangerous and caustic than any of the forms. Often spiteful and quite aggressive, it is rare to see one of passive nature. When off on their own, these elementals take joy in discharging and harming others, whether orc, animal, or descendant. As made with electricity, they are extremely susceptible to metal, literally being pulled to it as their energy is drained from them. They are clearly unable to hold weapons, though the lightning bolts are more than enough. Their forms are the thinnest and most fragile, standing at around 6-7 feet, slightly shorter than their air counterparts. A storm elemental is quite powerful, though extremely fragile. Any powerful strike upon the casings that bind their powerful form may cause it to violently discharge. Such a discharge would produce arcs of lightning in a three block radius at the strength of a T4 Lightning evocationist. Though it may seem powerful,  if the casings were damaged twice,  the Muyakelg would quickly bleed out in a matter of  2-3 emotes. A shaman would need to be present in order to save it, and offer over half their mana upon the Muyakelg in order to charge it.   Storm Muyakelgs also possess the ability to generate static electricity when not in a rainstorm, allowing them to fire bolts of lightning akin to a T3 evocationist.  When brought in proximity of metal near their form of noteworthy size, such as platemail or a chestplate, they violently discharge at the cost of their energy, siphoning around a third of their energy.  Any sort of attack would require 2-3 emotes if attacking from afar(5blocks+), though the elemental has the ability to strike(2 emote from 3 blocks max away). Aurum may cut at their forms however, due to its spiritual energies, and disrupt and shut down the Muyakelg with attacks. Stabbing or slashing at one with Aurum would be as effective as striking a mortal. Along with aurum, any conductive metals act as a drain upon their power and magics, draining the Muyakelg completely in a manner of  7 emotes.


 

Pros:

 

-Able to manipulate their element/aspect (T3)

 

-Their own form acts as a molding block to be cast from.

 

-Half as strong as their fleshy counterparts

 

-No longer susceptible to mental magic



 

Cons:

 

-Fragile Burst-Mages

 

-Susceptible to their opposite elements, both conjured or voidal,

 

-Still susceptible to dying due to powerful blows to the head.

 

-They are not under the control of the shaman, and mainly seek to spread their influence over the world, and help the shaman second.

 

-Unable to use weapons or armor.




 

The Immortal Muyakelgs

As witchdoctors grew powerful and wicked, so did their need for companionship. In seeking out Immortal Spirits for blessings, these Muyakelg are utility constructs that serve their constructs with feigned indifference. They too wish to spread their influence and aspect over the world, as they are part of the spirit.  Their creation is the same as a normal Muyakelg, though rather than a lutauman, it requires the Farseer and Witchdoctor, or two Witchdoctors to interact with the spirit they wish to imbue their shell with.  The same process goes on with the elemental spirit, and the abomination is born. There are two forms, one which is playable, and requires two shamans, and offers greater ability in their powers and disease generation, able to produce aspect-infused land, and have some combat prowess, say expunging poisonous clouds, or attacking with roots, while there is another kind, an unplayable Muyakelg,  that stands around 3 feet, acting as a closer companion to the shaman,  and require a MArt. These three are simply ideas that came to mind, and if any shaman or person wished to create other kinds, they would have to approach MT/LT.

 

Plague

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Primarily used by witchdoctor’s, these Muyakelgs do not serve as combatants within battle, having little prowess due to their ever infected and rotting state, rather, they spread disease and plague freely as vectors that corrupt the land. They breed a house of diseases and funguses at the discretion of the shaman. Their combative ability extends to expunging poisonous clouds and spreading disease, though lack much and reason to themselves. They are often bitter and quiet, and find themselves brooding in some lands. They do not possess an antidote to their diseases and plagues, and as such their shamans must be careful when dealing with them. They are dispatched by druids quite easily, or made dormant due to their fungal state.  To create a new disease, they must wait 3 elven days before it is created within a sickly yellow sap. They can create new mushrooms that spread with various effects, though such a process would take an elven week before the first mushroom sprouts and must be cultivated from its back. The disease in question can be generated in two forms. The first manner, involves the witchdoctor summoning forth aspects of plague and disease, cursing the Muyakelg’s form to harbor the various diseases. The witchdoctor in question, must know of the disease and its symptoms however, whether through reading or witnessing illnesses in person. Likewise, if a Plague Muyakelg, in all its fetid existence seeks to create a disease, it must sprout forth and cultivate mushrooms that harbor virulent spores. This process takes three Krug(irl) days, though the mushrooms may be replanted to spread the disease, or cultivate more.  Like Orgon’s plague, a Plague Muyakelg may spread their rot to a small land, 10x10, in which they may garden or exist to lie dormant.






 

Flora

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Made almost entirely of plant material, the Immortal Muyakelg of Freygoth can create plants and herbs useful in healing, witchdoctory and flowers in simple decoration. Almost entirely docile, the Muyakelg is often found sunbathing, or growing its own garden. Its form often extends into the earth, and rather than needing to charge on its own, it is able to photosynthesize. There is no way for it to commune with plants akin to druids, though it is able to aid in the process of their growth by offering its power.  It possesses no combat utility, simply wrapping foes within its own vines. It is susceptible to druids, which would bring it into a dormant state, fire obviously, and any scythe/axe/tool made for farming that would cleave through the plants rather easily. To create a new ingredient or plant, a Floral Muyakelg must wait two days before a small bit, enough to fit in a pouch, is made.






 

Revenge

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Quite different from its utilitarian counterparts, the Muyakelg of Revenge is a wicked and dastardly thing. The construct itself is hollow, bits of it breaking away as it's struck again and again when attacked. Its skin is quite durable against things such as swords and magic, though greatly suffers from concussive blows all over its body. In turn however, upon inflicting wounds, the strange magics of the spirit inflict similar wounds upon the attacker. Though this does not work against magic, physical attackers will find their flesh tearing upon repeated blows with this strange being. They are both masochists and sadists, reveling in the wounds they inflict upon others, and the wounds they received themselves. A strong blow to the head however will kill the Muyakelg without inflicting its curse upon the attacker. These Muyakelgs are always grinning, as the very wind hurts their flesh, and they spend a majority of their time thinking on how to inflict pain upon the world. They do well as torturers. The Revenge Muyakelg is a cursed body, a being filled with hatred of the world and itself. As mentioned before, it relishes in the pain it receives, and in the pain of others. The curse inflicted upon it in its creation causes those to strike it who take damage. Say one were to strike its stomach open, one would find the Muyakelg’s stomach shattering away like glass, before dispersing into a ‘buzzing mist’. It would then quickly surge out, before forming a similar slash along the attacker’s chest.  The wound is only 1/3 of the damage,  dismemberment causing a large gash, while most attacks forming a list of painful, burning lacerations and cuts upon the flesh. If a Muyakelg were to touch the target however, the curse would grow ever stronger and far more powerful, and as such, Revenge Muyakelgs are thorny and made of spikes to impale their targets upon. Revenge Muyakelg do not cast out their curse mist if they are attacked by ranged attacks. Such is their main weakness.  Xannic magic also serves greatly against the walking curse, as does any magic able to dispel witchdoctor-esque curses.  They will serve to undo the Muyakelg, without procing the damage inflicted by melee attacks.






 

-Red lines for all Muyakelgs

 

  • Ancestral Muyakelgs are newborns, struggling to control and manage their form for the first Elven Week. When a Muyakelg is resummoned, this cooldown decreases by 1 elven day.

  • Muyakelg may only speak True Blah at first but can be taught other tongues

  • Muyakelgs suffer a weakness to mental magics that will temporarily disable them.

  • A Muyakelg’s strength is divided by its limbs, sharing the strength total comparable to 1 and a half ologs. This means, as explained many times previously before, and through common sense, an Ancestral Muyakelg is unable to use all of its strength due to the location of its limbs. It would be difficult to reach Olog strength. 

  • A Muyakelg is only made of flesh. Nothing beneath the skin.

  • An Ancestral Muyakelg may only be 11ft tall max. Elemental Muyakelgs vary in height.

  • Revenge Muyakelgs do not proc their curse if struck by ranged attacks

  • Elemental/Immortal Muyakelgs are not beneath the control of their masters, rather, they seek to spread their influence out over the world, perhaps overhearing the shaman’s word afterwards.

  • Elemental Muyakelgs have no means of using weapons or tools due to their state save for Earth Elementals.

  • Ancestral Muyakelgs require a lutauman or Dark shaman to make the body

  • Elemental Muyakelgs require re-chargings every three days

  • Ancestral Muyakelgs require re-charging every four days

  • Elemental Muyakelgs cannot consume spectrals

  • Dark Shaman Ancestrals must be pacted with.

  • Air Elementals are susceptible to aurum due to their weak form.

  • Plague Muyakelgs may only grow 1 disease at a time.

  • Elemental Muyakelgs are extremely susceptible to the voidal element that opposes their being.

  • Elemental Muyakelgs cannot increase in power or strength. They permanently remain at T3 in their respective fields, though struggle to manipulate terrain beyond 7 blocks.

  • Ancestral and Earth Muyakelgs have Construct Buff, the rest have Necrolyte buff



 

More Magic Weaknesses

Muyakelgs are susceptible to rival Lutauman’s, who would be able to forcibly remove the Ancestral Spirit free from the Ancestral Muyakelg, if uninterrupted. Elemental Muyakelgs can be purged by Farseers, and even manipulated by elementalists.  Though older elementals are able to resist, even they are susceptible to being subdued by more powerful elementalists. Within the mists of antimagic, a Muyakelg will quickly slow, nearly freezing completely, before being temporarily removed from their body. As their head still remains, they eventually will return to their form.  The other weaknesses are described in the Amendment.



 

Divine’s Editing Notes:

Why change Muyakelgs? Personally, I felt that there were many issues. Muyakelgs were rarely played for their boring nature, unable to speak blah without any real sort of RP save for combat. Constructs lack true roleplay and development, so hopefully by creating them as these PTSD-stricken warriors, forced into combat again and again will act as a far better point to branch off from roleplay.  Moreover, they were MUCH weaker than Golems or atronachs  despite being a construct in the same regard. I’ve placed a few more weaknesses, and with the revamping of the Elemental and Immortal versions, I hope that they prove to be a spiritual counterpart to Atronachs (despite being first). Talk to me about anything I missed, I'll deal with it tomorrow morning. 




 

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Divine stole my work! D: Ban him.

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I like the mental magic thing - cool addition. Bit iffy on the strength being spread throughout each limb, though. 

 

I have a few other qualms, but it's 5 am so I'll probs write em up tomorrow.

 

Otherwise cool ****, Muyakelgs needed expanded upon. 

 

 

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1 hour ago, DivineJustice said:

Muyakelgs suffer a weakness to mental magics that will temporarily disable them.

I dont agree with this, Muyakelgs arent connected to the void and cannot be mental maged, thats how it was.

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Does from reading this just makes me think of golems lol but then again I played one but with these, they seem to have the ability to develop more it seems paired to the normal Golem really. So I like it and I hope I can play one of them one of these days! +1 

 

Good Job!

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18 minutes ago, Minemaner said:

I dont agree with this, Muyakelgs arent connected to the void and cannot be mental maged, thats how it was.

 

You could think of it as using the void to reach towards the mind, rather than take advantage of that minor connection. That's what I'm assuming. It's a neat weakness though

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2 hours ago, DivineJustice said:

Muyakelgs are pained with the conscious fact of knowing their original death, stained upon their mind in vivid, painful visions. As such, they are susceptible to mental magic,  and prying into their minds to freeze them within their horrific demise.

Eh

2 hours ago, DivineJustice said:

Muyakelgs are made of flesh, though no bone,

Not made of bones? Explain plox

2 hours ago, DivineJustice said:

They bleed much like any other being containing mortal flesh does, although they aren’t without tough skin.

Why bleed? Can they still not feel pain? and them bleeding out spirit energy just doesnt make sense, all the energy is stored in the skull im assuming to power the spirits life, they shouldnt bleed imo

2 hours ago, DivineJustice said:

ue to Muyakelg’s lacking bones, and simply being of flesh, their arms/limbs/appendages allow them to have full 360 rotation on all of their limbs.

I like this idea, the whole weird possibly hentai like Muyakelg, or a crab. One good thing.

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12 hours ago, DivineJustice said:

“Storm’s calling.”

 

Storm Elementals are far more dangerous and caustic than any of the forms. Often spiteful and quite aggressive, it is rare to see one of passive nature. When off on their own, these elementals take joy in discharging and harming others, whether orc, animal, or descendant. As made with electricity, they are extremely susceptible to metal, literally being pulled to it as their energy is drained from them. They are clearly unable to hold weapons, though the lightning bolts are more than enough. Their forms are the thinnest and most fragile, standing at around 6-7 feet, slightly shorter than their air counterparts. A storm elemental is quite powerful, though extremely fragile. Any powerful strike upon the casings that bind their powerful form may cause it to violently discharge. Storm Muyakelgs also possess the ability to generate static electricity when not in a rainstorm, allowing them to fire bolts of lightning akin to a T3 evocationist.  When brought in proximity of metal near their form of noteworthy size, such as platemail or a chestplate, they violently discharge at the cost of their energy, siphoning around a third of their energy.  Any sort of attack would require 2-3 emotes if attacking from afar, though the elemental has the

Make sure to finish this though. It was really bothering me that I didn't make a comment about it.

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Thank you for submitting your piece! This is now under review and you can expect a verdict in roughly a week.

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7 hours ago, _Jandy_ said:

Make sure to finish this though. It was really bothering me that I didn't make a comment about it.

Fixed.

 

17 hours ago, Minemaner said:

Why bleed? Can they still not feel pain? and them bleeding out spirit energy just doesnt make sense, all the energy is stored in the skull im assuming to power the spirits life, they shouldnt bleed imo

They are entirely powered by Spirit Energy, and their skull acts as the tether to the Mortal Realm. They do not feel pain, however, they spill forth their spiritual energy when carved open, which is what I refer to by bleeding. If the power was only stored in the skull, it would have to flow through their  body for things to move regardless. 

 

Also, they lack bones because they have the full range of motion, a la spinning their head all the way around or helicoptering their arms. The only bone in their body is the skull/tethering point.

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20 hours ago, DivineJustice said:

A Farseer and an Elementalist

In absence of the first, I will exclaim a wish for this to be changed to:

 

a Tier 5 farseer + a Tier 5 Elementalist

 

or

 

2 Tier 5 elementalists, that both have their respective tier in the same element they wish to make a muyakelg with.

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This lore is pending, you will be contacted regarding the issues raised by the lore team so you may fix it. You have 2 weeks to make the changes, beginning from when you are contacted. Once you have edited your piece, send me a forum PM and your piece will be reviewed to ensure the changes have been made.

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