ScreamingDingo 16992 Popular Post Share Posted March 13, 2022 With the strategic bombing of the Savoyard Capital by the strange, off-shore mercenaries. The contents of the city have become filled with pockets of thanhium and boomsteel residue. Buildings have been shattered as the nature around the plateau has been twisted to strange levels akin to the original disaster of the Mordskovian expanse. The ruins scatter in the city with the debris, covered in various corpses and entities that have exposed themselves to the strange area. Overall, the effects of the bombing lie stagnant within their confines. An urban landscape of hell that those who enter shall realise. The Eventsite of Savoy is an active event site AND a place where DIY events can happen. These DIY events are reflective of the circumstances surrounding the city, where strange creatures and entities have taken refuge within the disaster zone D.I.Y Events Players are able to utilise the zone as a variety of small creatures and people to be interactable NPC’s and event characters throughout the zone. This can range from: Refugees and Displaced NPCS - These characters should aim to head towards the nearest vassal state of Savoy, or another city. They should have lost their homes within the thannic explosion and be aiming to be escorted either out of the fallout zone, or going back into it to retrieve some personal possessions. They can be of varying cultures or whatever would be found within the Savoyard sphere of influence. Beasts and Beasts affected with Thanicosis - These are the usual threats that have settled within the ruins of Savoy as of recent. Think of scavenger animals and those that are nomadic in lifestyle to aim to either end up there, or be affected by the initial explosion. Normal beasts that dwell within these ruins could include: Wolves, Horses, Dogs, Eagles, Birds, Vultures etc. Think of smaller entities that would possess the area if afflicted by the zone itself. There are a variety of creatures that have been created by @schitz0breeni which are included below. These are Thanicosis-affected beasts that were exposed to the initial zone. You can utilize and create a variety of monster blocks if you wish. If you use them in events and submit them to me, I will include them in the post with credits. People affected with Thanicosis - Refugees and those caught within the blast zone that have been negatively affected by Thanicosis within the first three stages. They can either be aggressive and hostile, or otherwise beg for help and be escorted out by players when interacted with. There are a few people who have roleplayed cultists that are obsessed with thannic dust, where their presence is aimed at developing people’s addiction to being exposed to the substance through preaching or forceful conversion. Sidenotes for D.I.Y Event Runners Most of the citizens/refugees that end up within this zone were either caught in the initial blast, or have wandered into the zone and ended up trapped by the various entities that inhabit the area. They should be desperate and ill-equipped in most scenarios. They aim to either expose themselves to the full level of thanicosis, or be evacuated through teams that will sweep through the area. Druidic gifts would find that the land itself has been tainted and slowly twisted by the thannic exposure. Blight Healing would not be effective for the first few weeks of the zone, until the natural deposits of thanhium have been blown away or displaced through various weather. There will be a “safe zone” within the palace of Savoy, which will be more of a shelter-esque sort of scenario where players are able to either camp or rest their heads for a short amount of time. Beasts will not actively go into the palace unless provoked, [or otherwise with ST instruction and different context]. When making relics and such for events. Most should have Savoyard iconography or be parts of other normal, household items that were caught in the blast. Think about uncovering items from a disaster zone, what would people have had in their homes when they were suddenly destroyed. Guidelines for Thanicosis First Stage - Those that are exposed to the thannic remnants of Savoy initially will feel fatigue and the inability to cast magic for the amount of time they were exposed to the dust within. Lethargy and otherwise slower movements would follow this, where bed rest and a warm house would solve this initial exposure to the strange dust. Second Stage - Those that have prolonged exposure within the ruins will see their vision warp and change, hallucinations would be present in their vision as their own tiredness becomes a heavier force around them. An occasional blue flicker is seen within the whites of their eyes, where their magic becomes too unstable to cast effectively. Where they are now limited to T3 spells unless recovered with rest and alchemical means. Third Stage - Those that have lived within the zone for months will undergo a transformation dubbed “Thanicosis” which lightens the skin and gives it an ice, pale hue. Their mental state will slowly deteriorate, where civilised and moral actions become second to primal instinct. To cure this stage of thanicosis, bed rest and alchemical healing is necessary under a prolonged period. Fourth Stage - [ST Only] Those that have succumbed to thanicosis are pale in color, with pulsating deep blue veins that protrude in their skin. Their eyes have become a pale blue, covering the whites of their eyes to create a unified color upon their faces. Their own sanity degrades itself to true, primal thought. Where reason and such are limited in capacity. Some that are afflicted with permanent thanicosis have the ability to cast magics unpredictably, where their utilisation of basic evocations has been spotted amongst the mists. Usable Creatures / Monster Blocks for D.I.Y Events - Gelids - @sayadi tarkhan screamer Spoiler GELIDS Physiology Seabirds located around that coastal capital have been reduced to nothing more than malformed avian threats. Most commonly seagulls, though it is not uncommon to find mutated crows or other city birds afflicted by the thannic exposure. Some even say local chickens have undergone mutations and turned into ground-based Gelids. Two archetypes have been identified, one still capable of flight and the other whose wings have transformed into some sort of appendage that the Gelid utilizes to crawl and scutter across the cityscape. Physically, many of their beaks and tongues have mutated beyond comprehension. It is not rare to see a bird with jagged shard-like teeth surrounding what was a simple beak. Some Gelids host skeletal wings that resemble a bat more than a bird, and almost all of them have vile, oily, feathers and cracked skin. Almost all Gelids have a vile, fish-like, decaying smell: You will smell them before they arrive, a tell-tale sign that they’re near. Many of their talons have been overgrown and are incredibly sharp. They are the average size of a local bird. Habitat Lone or sparse numbers of Gelids can be seen perching around the rooftops of the ruined city. They peer down at travelers curiously, and some local scavengers have built an enigmatic superstition that if they are spotted during delves, they bring only bad omens. Others have claimed they surround anomalies and areas of great power or fortune. Though within that city, Flocks of Gelids paint the sky like paint to a canvas. They move as one, liquid, and if you find yourself in their path, you soon will be bird food. The early bird gets the worm. Grounded Gelids act akin to rats, more isolated, though just as clever: they dwell under floorboards and within crawl-spaces of the buildings and tunnels they have made their home. Behavior These avians soar through the sky at a rapid, erratic pace. The effects of thanicosis are prevalent as they pick apart each other and frost-ridden corpses throughout the city. When alone or in sparse numbers, they will often caw at travelers in an alarm-like fashion, freaking out at the sight of any traveler, and even sounding until they fall over dead. However, when a Flock of Gelids make flight through the streets of Savoy, it is best you avoid them. Like a torrential storm, this blotch of feathers swarm the ruins like a school of fish. Smacking into buildings and people alike, puncturing armor with talons and pecking relentlessly. They are maddened, and if they do not eat each other, they most assuredly will make you their next meal. Grounded Gelids scutter like rats through the surface of the city. They are no different than their in-flight brothers, but it can be said that Grounded Gelids do not host a flock. They are most likely seen by themselves, hiding in the crevices of old forgotten buildings, or buried under the snow and dust of the fallout. Abilities Gelids of all sorts are incredibly loud. If one sounds off at one end of the city, it is more than likely it could be heard echoing through the entire ruin. With their mutated beaks sometimes hosting teeth, and their ice-like talons, these creatures are well capable of puncturing armor like a sentient siege-crossbow. On their own, they are weak: capable of being dispatched with ease even by a rookie adventurer. However, when a swarm of Gelids floods the streets in a rabid hunt, the disorientation and confusion they cause through their ear-drum ringing caws and the amount of them could paralyze any foe. If an adventurer finds themselves facing a Flock of Gelids, they better take cover, or hope they can get low enough. A Flock will batter and tear at any poor victim that finds themselves in their path: with talons peppering armor with holes, beaks trying to gouge out eyes. Redlines Gelids hold a deteriorated state of mind and are unable to be tamed or domesticated in any capacity. Although a druid may attempt to communicate with a Gelid, they often will be met with the screams of pain, madness, and delirium. Gelids can resemble any family member of maritime avians or city birds. These consist of (but are not limited to) seagulls and crows. A Flock of Gelid’s let off an absolute overwhelming stench. You will smell them before you see them. A Flock of Gelids is incredibly loud, you will hear them before you see them. Flocks of Gelids are considerable adversaries, and no mere sword or crossbow nor a matter of armor will protect an adventurer from the onslaught that is dozens of mutated birds crashing into them in a state of delirium. Concept Art: Algid Dogs - @sayadi tarkhan screamer Spoiler ALGID DOGS Physiology Once proud wardogs of Savoy, these hounds have been reduced to mutated hunters after enduring the brunt force of the blast. Those that survived in their cages soon broke free, roaming the derelict streets of San Luciano. Many of them are blind, ironic considering the number of eyes that have sprouted from their cranium. Instead, their other senses have been enhanced: with extraordinary hearing and smell. The majority of these dogs suffer from at least Third Stage Thanicosis, with some even reaching the full Fourth Stage. Physically, and although their breed may vary, the bulk of Algid Dogs were former Mastiffs, measuring at an average of 30 inches at the shoulder and anywhere from 150-250 pounds in weight. They possess an incredible jaw and sharp teeth, as well as wicked claws to tear into flesh. Some have various shards of ice ripping through their body, resembling spikes. Most of their coats have been reduced to pale, frost-bitten ice tones from the Thannicosis. There is incredible variance when it comes to these wicked hounds, and it’s not unlikely for one to differ wildly from the next. Extra eyes, a spare head, and deteriorated skin are only a few of the many mutations these beasts can suffer from. Habitat Often seen wandering the lonely streets of Savoy in search of their next meal. Where there is one, surely, the pack is to follow. It is incredibly rare to find a lone Algid unless they are much older. Beware your ventures in the alleyways, and traverse with quiet steps, for these hounds can hear you from one end of the city to the next. Behavior These dogs are incredibly fast, moving swiftly through the wastes utilizing their ears and nose alone. They are pack animals, and it is extremely rare to see a singular hound wandering less they are setting a trap. The effects of Thanicosis have deteriorated any sense of domestication or discipline within these beasts, and they hardly hold any good will towards their former masters. The mutations have reverted them to a primal state, and their hunger is insatiable as food stores have dwindled or been blown away. Refugees or wayward adventurers are ample targets for their next meal. Although they are rabid, they aren’t idiotic: If they sustain enough damage, they may retreat, but be wary, for a retreat may be luring adventurers into a trap. Abilities Equipped with the standard tools of hunting as an average canine, Algid’s have strong jaws, sharp teeth, and claws. Although blind, their nose and ears can find a target if they are not careful. They are apex predators, and a pack of them is a formidable foe even for a well armored band unaccustomed to life in the Thannic wasteland. Given their mutations, they traverse the cold with ease and for a startling amount of time. They can easily out-pace an adventurer traveling the streets through endurance alone, all the while silently and with speed. If an Algid manages to latch on to a limb, their ‘lock-jaw’ makes them incredibly difficult to remove. They will shake their head, and attempt to tear off whatever they are bit into. Redlines Algid Hounds hold a deteriorated state of mind and are unable to be tamed or domesticated in any capacity. Although their claws and teeth cannot pierce standard plate armor, they will work quickly to attempt and rip off pieces to expose flesh. Their role as a former Wardog gives them considerable strength when leveraged against their other canine cousins. Although a druid may attempt to communicate with an Algid, they often will be met with the screams of pain, madness, and delirium. Algid Dogs can resemble any family member of canina, including domesticated dogs. These consist of (but are not limited to) wild breeds such as Coyotes or Wolves, or domesticated war dogs such as Mastiffs, Malnois, or Waldenic Shepherds. Algid Dogs have little to no capability to breed due to their skewed genetics. The chances of them reproducing are very slim. Concept Art: 32 Link to post Share on other sites More sharing options...
Traveller 2183 Share Posted March 13, 2022 Sebastian Velho would be caught in the initial blast, as a Commander of the Argent Legion he would escort those present towards escape and southbound to the County of Niseep. Muffled cries could be heard emanating from his helmet as he rode away from the area with the other escapees. "My home..." 2 Link to post Share on other sites More sharing options...
Taketheshot 3834 Share Posted March 13, 2022 ((the Nuke is finally Valid??? @ScreamingDingo 3 Link to post Share on other sites More sharing options...
ImmortalShadowZ 438 Share Posted March 13, 2022 (edited) ((Very Nice Edited March 13, 2022 by ImmortalShadowZ 1 Link to post Share on other sites More sharing options...
ScreamingDingo 16992 Author Share Posted March 13, 2022 4 minutes ago, Taketheshot said: ((the Nuke is finally Valid??? @ScreamingDingo Spoiler did it the lore compliant way of it not being thanhium that exploded, but just a dirty bomb w/ dust in it 1 Link to post Share on other sites More sharing options...
Taketheshot 3834 Share Posted March 13, 2022 Just now, ScreamingDingo said: Hide contents did it the lore compliant way of it not being thanhium that exploded, but just a dirty bomb w/ dust in it Spoiler Proud of you 1 Link to post Share on other sites More sharing options...
antiopa 131 Share Posted March 13, 2022 cant believe ST finally gave us mordskov2 Link to post Share on other sites More sharing options...
warlord of filth 7714 Share Posted March 13, 2022 4 Link to post Share on other sites More sharing options...
satinkira 5939 Share Posted March 13, 2022 6 hours ago, sayadi tarkhan screamer said: Spoiler Link to post Share on other sites More sharing options...
bloomtiara 368 Share Posted March 13, 2022 Some distant Mali stared upon the rubble, her own curiosity bringing her to watch it for some time. What happened here, and what laid within; she didn't mind regardless, due to the city's past, but still: what happened into those who had been inside? Link to post Share on other sites More sharing options...
wowj 2831 Share Posted March 18, 2022 Ardthwith the Cold-Nosed would sit in the ruins of the city, Thanicosis wrecking the cultists body, as he collects the more intact dust in his hand, slowly pouring it into his mouth, chewing on the dust, and bits of gravel which almost made him chip a tooth, yet he remained, praying to the ''blessed'' land of Savoy. 1 Link to post Share on other sites More sharing options...
ScreamingDingo 16992 Author Share Posted May 30, 2022 Event-site Closed 1 Link to post Share on other sites More sharing options...
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