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At0mikal

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  1. --==All Across Azura's many nations would be left with large pamphlets nailed to notice boards==-- --==The Crucible Collegium==-- --============-- “By Fire, By Hand, By Mind, we sculpt the world in our image!” --============-- General Purpose: Within the Grand City of Verdegrad, within the nation of Norland, stands a college that aims to teach the people of Azuras all that there is to know about Sorvians and Alchemy. As we expand, many more disciplines to our college. We also aim to act as a neutral party in conflicts, always available to mediate and uphold the rights and justice of the created peoples of this world, such as Sorvians, Automatons, Warforged, Humunculi, and Atronachs. --============-- Current Locations: Currently, our college is located within the capital city of Norland Verdegrad. Our facility is within Sven’s Street 3. In the future, we hope to expand to many other nations seeking enlightenment in the arts of artificial life and alchemy. --============-- Facilities: Within our grand halls, we have an assortment of useful facilities, including Sculpting and Alchemy Lab: Located on the second floor of the college, this large space is dedicated to teaching the arts, allowing our students to return after graduation to work within our facility and use our vast resources! Dormitories: On the fourth floor of our building are four dorm rooms for any descendants who need a place to rest after a long day or wish to live on the premises while they learn. Dining / Kitchenette: Following our dormitories in a spacious area on the third floor, where we have included a kitchenette and a dining area for our students to use during downtime and when needing to eat some necessary meals for descendants. Lecture Hall: Located directly next to the dining hall on the third floor is a large lecture hall where our professors can offer public lectures not only to their students but also to the general population! Grand Hall: Lastly, as the main entrance to the building, when you first step into the college, you will find the Grand Hall, a large open area to converse and for large announcements to be made by the faculty, warmed by a large central fireplace with a small bar area to serve descendants drinks on celebratory occasions. --============-- Faculty: There is a vast array of professors from across Azuras who work for our college and are willing to share their knowledge with fellow scholars to the best of their ability! Casdal: Dean of The Crucible Collegium, Master of Sculpting –========================– Julian: Master of Sculpting, Master of Alchemy, Master of Animii –========================– Anvaril: Master of Sculpting –========================– Yelizaveta Mahaut: Master of Alchemy –========================– Jenom: Master of Sculpting –========================– Akenzaemon: Master of Sculpting --============-- Worldwide Reach: The Crucible Collegium is founded upon the ideal that Creations and Descendants can stand equally in this world; they’re forced to both live within. The students who graduate from the Collegium won’t just be masters of their craft but will have many choices to serve the collegium the first of these would be the Aureate Emissaries whose mission will be to travel the world in the Collegium's name and act as a neutral party promoting scholarly learning and peace between nations, so that larger, more otherworldly threats may be identified and dealt with. Students may also transition into the ranks of Professors of the Collegium if they see fit. They will be paid a salary and work within the walls of the collegium, or, at a later date, may be sponsored to start a new branch of the collegium within a new nation, with their own professors to work within the new Collegium. Lastly, if a student wishes to work for the Collegium, they may take up the title of Lectors of the Crucible who’s mission will be to ensure the safety of the realm through any means necessary, these students will undergo a separate training that will teach them combat in multiple styles and will be let lose to all reaches of Azuras to ensure threats not of this world are erased before they can even begin to cause damage to our world. --============-- Acceptance Criteria To be accepted to join the esteemed Collegium, one must follow these simple steps Get in contact with one of the professors of the Collegium Write a short letter of interest that explains why you seek this knowledge and what you plan to use such a Feat for. Sign a contract that either costs a negotiated amount in Mina or includes another stipulation for graduation. Our class size depends on the teaching time the current professors have (i.e., the slots they have available for students), and we treat graduation as a group event rather than on an individual basis. So we typically only accept new students after the previous group graduates. This is to reduce the stress on our Faculty. We hope you understand. To graduate, it will take at least three years (IRP). During this time, you will learn to understand the ins and outs of your selected craft. --============-- General Carriculum At the Collegium, students will learn an assortment of skills in the Alchemic and creation arts. Our list of teachings currently includes Animatii Creation Basic Alchemy Sorvian Sculpting While this lineup of skills is currently quite small, we will strive to include more and more as the years go on and intend to expand. If you are a qualified Master of Atronach creation, we’d truly love to have you on staff and would appreciate your application! --============-- OOC Notice: Feel free to join our Discord if you’re interested, so we can chat about admissions for your characters! https://discord.gg/j9hsdVmBwa
  2. Ehhhh I feel more like Solo Leveling ants but tbf I have yet to see Hunter x Hunter so I better go watch it to see if its similar...
  3. I see a very general census that they might be a little too quick... and maybe that's true, though they have a very glaring weakness in strong smells, which is meant to somewhat balance that. Though I am happy to reduce the speed if it seems smarter. Though their speed is somewhat the defining feature of the race.
  4. Jättemyra “Insects of evolution” Overview Summary: The Jättemyra are an ancient species of bug local to Azuras. After hundreds of years of evolution in response to their environment, the Jättemyra have become a semi-sentient species that functions as a hive mind among other Jättemyra. Due to harsh environments and other invasive species, the Jättemyra were forced to adapt and become larger; when the descendants arrived in Azuras, this only heightened their fears. By studying descendants' behaviors and ways of life, the Jättemyra adapted to them, growing in size and learning to speak similarly. The Jättemyra have four stages with varying roles, earned through trials set by their queen or kings. Larva [Only ST Playable] Overview: Larvae are the children of the queen who become the workers of the Jättemyra colonies. They are small creatures about the size of half a human leg. They spend most of their days just eating in the larva chambers of a colony’s nest. Anatomy/Appearance: Larvae are worm-like creatures with super-small legs to help them move. At the front of the body is a large mouth, which will be its main source of food and will act as its only “defense,” a loose term, since the larvae are slow-moving and easy to step on. Larvae have tiny eyes, which allow them to see. Granted, their vision is poor, as most of their time as a Larave is spent helping their eyes adjust and develop their dark vision; therefore, the Larave uses a front antenna to smell its food due to the smell receptors in its antennae. Life Cycle: Larva takes a year to mature fully. Once they have reached that whole year, they will form a cocoon around them, creating a safe space. The material around the cocoon is as strong as chainmail. Inside this cocoon, the Larva will form into a full worker ant in a fetal position, breaking out when fully matured. Redlines: This stage of the Jättemyra is NOT playable; only ST should RP larvae in a nest for immersion or to describe a worker born from a cocoon. Cocoons are as strong as chainmail but break easily when stabbed directly rather than slashed. Larvae are extremely slow and have pretty much no chance of killing someone unless they’re completely rendered immobile by being unconscious or tied up in any way. Workers Overview: At the bottom of the Jättemyra society are the workers, who specialize in grunt/scouting work for their colony. This is what all players start as and have to work up from; workers are weaker and cannot speak in any way. Physical Descriptions Anatomy: Jättemyra have six appendages: two legs, much larger than their arms, which make up the speed that defines the Jättemyra; the legs have an armor-like carapace comparable to chainmail in strength. Jättemyra’s arms differ from their legs in that they are not armored and are as susceptible to attacks as normal descendants' arms. However, the Jättemyra has four arms in total, two of which are as strong as a human's and allow it to wield blades and ranged weapons, with three large pincer-like appendages serving as fingers. The other two arms are significantly weaker, able to lift only much lighter objects, and help with stability. The mandibles are located on the head of the Jättemyra and act as a form of carrying their foods; due to this, they have a decent amount of strength, though they are not sharp enough to do more than scratch, someone, slightly; their real strength lies in the strength of holding if the mandibles grab onto something it can hold that in place with relative ease, the hold will be easily lost when the Jättemyra feels overly threatened or is struck hard enough to make them gasp for air. Lastly, the Jättemyra's antennas allow them to communicate with other Jättemyra without saying anything. They also have highly sensitive smell receptors, which is how Jättemyra essentially hears, since they lack any sense of sound. Redlines: Jättemyra’s legs allow them to move up to 8 blocks in CRP and close gaps twice as fast as descendants can The two primary arms can wield standard weapons like any descendant The two extra arms can do nothing more than a simple slap or hold stuff as light as small books The torso of the Jättemyra is as tough as chainmail as well Any spells or attacks that use sounds to disorient or harm someone do not affect workers and warriors, as they lack ears to hear Appearance: Jättemyra are insectoids that resemble ants. They stand on two lengthy legs. Jättemyra has four arms that help it hold items and do its work. They have antennae coming from the tops of their heads and large, bulbous eyes for seeing; since they grew up in tunnels, they have developed dark vision. They stand somewhat human-like and walk similarly to humans. They lack any nose since the smell receptors are located in the antenna– they also lack ears, and because of that, they cannot hear at all. Jättemyra are made of a semi-tough chitin material that creates the exoskeleton structure around the Jättemyra’s bodies; this toughness ranges up and down depending on the rank of the Jättemyra. The Jättemyra workers stand 4” to 5” tall. They’re relatively small and slim, and their bodies never look nourished. They’re the last to eat in the nest's food chain, weighing around 120 to 150 pounds. No women or men exist in Jättemyra society; only the queens are technically female. Though the rest of the Jättemyra are androgynous creatures, they don’t identify by any gender-like activities, and due to that, they lack any type of genitals. Lacking vocal cords, the workers and warriors will communicate using antennas and pheromones they release to convey messages to each other; pheromones cannot travel indefinitely, limiting their range. Jättemyra varies in color, choosing between brown, dark red, black, grey, or any combination of the colors, or a slight mixing of the colors. Jättemyra blood is greenish and slightly more acidic than normal descendants' blood. Jättemyra rarely ever wear clothes of any kind; they’re typically entirely naked- only a few antennae lost. Jättemyra will wear clothes to better hide themselves. Life Cycle: Workers can live for up to 50 years; they cannot exceed this, as their bodies decay quickly unless they ascend to warriors. Their physical appearance doesn’t change much over their lives. It looks different only during its early stages. When they are first born into a nest of ants, they are larvae that quickly grow into ant workers for the first two years of their lives; their carapace is slightly lighter than when they are fully grown. Weakness: Workers are highly sensitive to strong odors; their senses are overwhelmed when a strong odor is introduced near them. Pheromones/smells are how they hear; if they can’t hear, they can’t do much in combat or hear if another Jättemyra is trying to speak to them. They also get an extreme headache and drowsiness from the smell. Workers' arms are not armored by the natural carapace of the Jättemyra, which makes them easily susceptible to attacks from blades and other standard weapons that can cut into descendants' flesh. If a worker loses one of its main arms, it’s essentially useless, and a replacement must be made. Any fire easily defeats workers, including fire evocation spells, malflames, dragons' breath, etc. This is similar to how if a descendant is lit on fire, they will most likely burn to death if not put out; the Jättemyra’s blood-like substance can stay alit, making their bodies even more flammable than descendants. All other voidal magics have equal effects on the Jättemyra as they do on descendants. This varies based on the Jättemyra’s carapace level strength, but besides that, if a water evocation spell can pierce chainmail, it can pierce chainmail-level carapace. Redlines Smells can include things produced in alchemy; for example, a handful of smelling salts or anything with an even more intense smell would effectively hinder a Jättemyra’s senses. Workers' armor is just as susceptible to blades of Ferrum as standard chainmail, though a person attacking the carapace will find it very easy to cut through in places without armor. Flesh, located under workers' armor, is extremely sensitive and, when interacted with in any way, will cause SEVERE pain to the worker. Jättemyra’s blood is flammable, which means they burn longer and more intensely than descendants; this leads to death much quicker. If a Jättemyra isn’t bleeding, the fire on it will likely not be able to hold light since its carapace is tough and more metal-like. Jättemyra are susceptible to all attacks that an ordinary descendant would be coming from voidal magics. Rp Example: (How workers/warriors would interact with the antenna) Brede approached the other Jättemyra worker in his group, his left antenna twisted and connected to the other worker’s; Brede’s antenna would move in a pattern among the other workers to say, “Where are we going?” His eyes squinted slightly as he looked ahead where they were walking. Example Worker: The worker's antenna would move in a pattern against Brede’s antenna to say, “We’re heading to where the queen had reported Ättlingen to be located.” Once he finished the pattern, he detached his antenna and kept walking, his blade at the ready. Warriors Overview: Warriors are the next step in Jättemyra society; to become a warrior, a worker must pass the Trial of the Hunt, which all workers are forced to do in their lifetime to ascend to the rank of a warrior. Once the trial is complete, a unique plant known as a Helig växt releases a pheromone, which forces the workers to evolve, making them warriors. Physical Descriptions Anatomy Changes: Jättemyra Warriors have the same six total appendages, and their legs remain the same size, allowing them to be as nimble as an average descendant. The carapace on the legs remains the same, in armor comparable to chainmail. The warrior's arms evolve most during the ascension; all four arms grow carapaces as strong as chainmail. The other significant change is that the two smaller arms on the workers now grow much larger and can output more force. The carapace on the torso strengthens to Ferrum level and becomes its strongest area, making the head its weakest. The mandibles and antennas remain the same for the workers. Redlines: Warriors have the strength of a trained human The warrior's four arms still allow ONLY two weapons to be held at once; the smaller arms still can’t wield a weapon on their own, only up to something like a bottle full of water. The smaller arms CANNOT be used to move arrows to two bows; only one bow may be used in CRP. The warriors' carapace is at a chainmail level; only their torso is at a ferrum level. Due to their larger bodies, the warriors' legs allow them to move only up to 6 blocks. Flesh, located under warriors' armor, is extremely sensitive and, when interacted with in any way, will cause SEVERE pain to the warrior. Appearance Changes: Warriors are much larger versions of their worker counterparts; they are much more comparable to orks in size, their arms have grown, and their carapace is now much tougher and larger. Warriors stand anywhere from 5.5” to 6” tall. With their new placement in the nest, they have earned the right to eat more, so they are much bulkier than their worker counterparts. This all leads to them weighing between 190 and 240 pounds. Life Cycle Changes: The pheromones that lead to ascension into warriors allow them to live much longer, extending their lives by another 50 years. Now, they can live up to 100 years. When warriors are over 80, they are no longer required to hunt for food and simply protect nests and survey land like their worker counterparts. Weakness: Warriors, like all other Jättemyra, are incredibly susceptible to smell; if a potent smell is within five blocks of them, they will become drowsy, find it hard to swing their blades effectively, and move much more slowly. Potent smells also essentially deafen warriors, making it so they can’t hear orders or other Jättemyra speaking to them. Warriors' pride is their blade, and it becomes virtually impossible to use effectively if even one of their arms is lost. Due to this, warriors will attempt to keep their arms safe at all times, worried that if they lose one, they will be wholly dishonored and become useless to their colony, as their blade is impossible to wield now. Warriors, like their worker counterparts, are highly susceptible to fire-based attacks like fire evocation and malflames; this also carries over to the effect other voidal magics have on them; attacks from voidal magics are as effective against Jättemyra warriors' carapace as they are against the level of armor it represents. If that is ferrum level, then the spell needs to be able to affect ferrum level armor. Kings Overview: In Jättemyra society, the pinnacle of the nests is the King, the highest recognized position. They’re warriors that the queen or other kings have specially chosen for their accomplishments during battles and food gatherings, or for passing the Trial of the Ruler. They’re mainly required to protect queens and do nothing more. They sometimes leave the nest for battle if in dire need. Physical Descriptions Anatomy Changes: Kings' legs grow in size to accommodate their newfound strength, allowing them to regain the workers' nimbleness while gaining even more strength. The carapace on them remains the same at the armor level. The king’s arms have evolved to the highest possible standard, allowing them to each wield up to a weapon in strength. The worker's small pincers are replaced with larger ones, like the other two arms. The Kings now have hole-like parts in their heads that can register sounds, allowing them to hear people when they speak. The kings also grow a vocal cord that allows them to speak in a very raspy, heavily inflected voice. They have a tough time speaking anything other than expected, though. Lastly, the King grows a pair of thin wings, which don’t allow flight—they help the king slow falls and provide extra mobility as a boost forward. Redlines: The King’s legs allow them to move the 8 blocks like the worker ants can. They also close gaps more quickly, using their wings to accelerate. The flesh under the king’s armor is extremely sensitive and, when interacted with in any way, will cause SEVERE pain to the king. Four arms allow the player to hold up to four weapons at once. Only one bow may be wielded during this, though; other weapons can be in the two free hands. The king’s armor is the exact same level as that of a warrior. King's strength is comparable to that of Orcish strength Kings can speak only common; other languages are impossible for their vocal cords. Kings do not have the best hearing, though they can determine what is being said around them. The king's wings are ONLY for slowing downfalls. They can not fly because their wings are way too small, and the loss of even one of them makes slowing downfalls impossible. Again, kings CANNOT FLY in any way; their wings are for slowing falls and mobility boost forward. Appearance Changes: The kings were even larger than their workers and warrior counterparts. They were bulky, yet their height helped to make them seem slim. They stood towering above most descendants and were much stronger than most descendants. The King stands tall, ranging from 6.5” to 7.5”; this height allows them to easily reach items on the top shelf and makes their bodies much slimmer than those of their warrior counterparts, as the height distributes their bulk more evenly. Their larger size makes them weigh between 260 and 310 pounds. The Kings can have colorful differences to represent themselves; these can be stripes or splotches on their bodies to add color that helps signify that they are Kings. The Kings now have holes on either side of their heads, which act as ears and allow them to hear things around them—granted, not very well. Life Cycle Changes: During their ascension to kingship, their strength and bodily health allowed them to live well beyond any warrior, reaching ages up to 200 years old, surpassing even humans in longevity. When a king dies, it is customary for warriors and the queen to eat him, using his muscular body and the large amount of meat covering it. Weakness: While kings are at the height of Jättemyra society, they are still prone to many things, mainly the loss of limbs. Kings rely on their wings for extra mobility, and if even one is lost, the king could lose much of its mobility, and falls would become fatal for them. Extremely potent smells can get to a Jättemyra exceptionally badly. This carries over to the king and can cause headaches, leaving them much weaker and confused, making them much less effective in a fight. To avoid this, some kings in revolt will cut off their antennae to remove all olfactory receptors. This also disrupts their ability to command other workers and warriors with their pheromones. Underneath the king's armor is a very easy-to-cut flesh-like substance that can be sliced like butter once the outside carapace is broken or completely removed; the king instinctively avoids letting too much damage be sustained and even retreats if the armor is close to breaking. Kings suffer from the same weaknesses as the other Jättemyra regarding fire and voidal magic; they are no different. The only thing that makes them different is their armor level, which is that of Ferrum in more places, making them harder to hurt. Rp Example: (King speaking in their messy common to guardthe s) Espen approached the city gate, his large bulbous eyes glancing around at the soldiers standing upon the wall. “Hall'åne, li' done you wi’pons nd open you ga’es,” he stated in his low, raspy voice to the guards standing on the wall. His massive eyelids closed slightly around his eyes, causing what would be similar to a squint. Queens [Non Playable Lore Only] Overview: Queens are at the top of Jättemyra society and command all Jättemyra in a colony; they are the only Jättemyra who can speak fluently in common and hear correctly; they are also the largest of the Jättemyra and act as the egg layer of a Jättemyra colony. Physical Descriptions Anatomy Changes: Queens lose the strength of their warrior counterparts and instead have the strength of workers; they are incredibly nimble but not fast overall. This is due to their massive bodies and abdomens, which are designed for egg-laying. Queens are the only Jättemyra with a soul; technically, their soul is slightly weaker than that of normal descendants, but this still allows them to use void magics and other magics that require the soul. Queens trade one of their pairs of arms for legs that hold up their weight; the legs are thinner and not armored like those of other Jättemyra. Queens' abdomens allow them to produce eggs, and potent pheromones allow them to have one of the highest commands over the Jättemyra of a colony; only kings can rival them. However, if punctured, this abdomen is relatively weak overall and can end a colony forever, as it can’t produce eggs or pheromones anymore. Redlines: Queens can learn any voidal magic and dark magic but would have no interest in holy magic due to their belief in no god but themselves. Queens are as strong as humans, same with their souls; voidal power does NOT make them weaker in any way. Eggs laid take 1 OOC week to become larva and 2 to grow into a full worker Jättemyra. Queen ants can only move eight blocks during combat. Queens are weak all over their body except their torso, where the armor is back to being of chainmail-like strength. The Queen is NON PLAYABLE; it cannot be played! Appearance Changes: Queens grow even more significant than their king counterparts, though this is all mostly their abdomen, which now makes up an extensive section on the back of them; they are typically an assortment of colors that help their colony identify her quickly. The queen's tower is 8” to 9” long. Their abdomen is about 4” broad, and their legs are incredibly long. The abdomen queens seem blucky and significant in their torso and abdomen, but their head, arms, and legs are all rather slim in build. They weigh less than their king counterparts, weighing around 180 to 230 pounds. Life Cycle Changes: Queens have no actual lifespan. They live for as long as their body is not harmed and they are continuously fed; they will continue to live forever; they are never seen outside nests, so very little threatens them. Weakness: Queens' bodies are not made of very hard carapace like kings and warriors and are as easy to cut through as descendants' flesh; this forces a queen to playback and hide behind their warriors and kings most of the time. Potent smells have the least effect on a queen. Queens naturally produce rather potent-smelling pheromones and, due to this, have grown rather immune to potent smells. In turn, a potent smell would do nothing but make a queen wince in disgust, though potent smells can help disrupt the pheromones she uses to command her colony. Queens have the same resistance to voidal magic as their underlings; the only difference is that fire magic is much less effective against them and acts much more like an average descendant on fire; other voidal magic attacks are still just as effective against her. Redlines: Smells don’t affect the queen nearly as much as her underlings but still block her communication, the pheromones. Queens' bodies are as easy to cut through as descendants' flesh due to their lack of armor. Mentality of Jättemyra General: All Jättemyra were born to serve their colony. They will do this until their dying breath, and their queen always has the final say. As creatures bent on survival, Jättemyra don’t take time for pleasantries. They merely fight for survival. If they see a sheep, they’ll go after it and kill it to bring home; if they see a descendant thats alone, they will typically try to kill it and bring it home to eat. Jättemyra want to expand endlessly; they don’t care for national borders unless, for some strange reason, a queen commands them to stop expanding in a specific direction. Jättemyra also feels no love; the only thing they “love” is their queen and colony. They cannot love one another or a descendant as it's not within their mental capabilities even to imagine the concept; this mainly stems from the fact that all Jättemyra live for their colonies and have no sort of reproductive organs to cause lust. Antenna Removal: If a Jättemyra is to lose both of its antennae, it has essentially lost its ticket home to its colony; these Jättemyra are now dishonored and live for themselves as they’re not accepted back in the colony; this doesn’t make them friendly by any means as they still need to eat to survive. Typically, Jättemyra that have lost their antenna will group with others that have suffered a similar fate. They no longer care about the colony so they will group with all types of Jättemyra. Kings: Kings are unique because they have extremely intelligent brains and typically lust for power. While their loyalty still lies with their queen, they have primarily free will and can even revolt. They can release powerful pheromones in revolution, attracting other warriors and workers. In a revolt, kings will do whatever it takes to take control of a colony except killing a queen; in a revolt, kings will separate a queen from the rest of the colony and make it an egg layer for the colony. Ascension Trials Overview: During the lifetime of a Jättemyra worker and warrior, they seek to gain a higher standing in their colony. To do this, the queens have devised a right of ascension, that is run by the kings of the nests, which when completed the worker, or warrior will be sprayed with a powerful pheromone produced by a plant know as the Helig växt located deep underground in the tunnel network they made. These pheromones are visible, unlike other pheromones released; they come out in a color that’s somewhat purple or blue. These pheromones have unique properties that force evolutions onto other Jättemyra, and these evolutions are highly unpleasant and will lead to three OOC days of weakness. The pheromones have zero effect on descendants and will only leave them with a smell similar to sulfur. Helig växt: A large plant with vines that cover the walls of tunnels looking for any kind of water within the dirt and rock, at the end of these vines all culminating in a large closed flower bud that will open when releasing pheromones, to get specific pheromones to release the flower is corresed in a certain pattern which causes the release of the pheromone. The flower is not flammable at all and is in a constant state of wetness with a sweat-like liquid flowing off of it. The water tasted almost sweet if anyone tried to taste it as well. Redlines: Pheromones don't affect descendants at all Flower is not flammable at all, it's constantly wet. Water from it can’t be used for any sort of alchemical base. Trial of the Hunt: The Trial of the Hunt is for the workers; this is the trial all workers face once they’re ten years of age or older; during the trial, the worker will have to take up arms with another worker and slay a Bönsyrsa When defeated, the workers remove its two large apical claws and bring them back to the king administering the trial, the king brings the worker to a Helig växt that sprays the evolution pheromones on the workers, after the king has other workers form the apical claws into great swords for the workers who complete the trial and ascend to warriors. The greatswords formed by the apical claws will be specially made so that only a warrior can wield them; they need the strength of the four arms to hold and swing effectively. The Apical Claw Greatsword: A large sword made out of the Claw of a Bönsyrsa, the blade portion of the sword is serrated and sharpened, making it easy to cut through things; on the hilt, the greatsword has a spot for two hands to fit, and below that large holes sized perfectly for a warrior's smaller arms to clamp onto, this added strength and stability by the smaller arms makes this sword which for any other descendant would be hulking relatively easy to use like a normal greatsword. At the tip of the sword is a very sharp point, sharpened even more by Jättemyra blacksmiths to make a point perfect for impaling someone. Redlines: The sword would weigh too much for an elf, dwarf, or human to lift. Orc can lift and swing the sword, though it’s more like they’re just throwing around its weight and less like it's being swung. The sword has no unique properties except being extremely heavy and sharp; its heft allows it to break through chainmail and damage ferrum-level armor easily. Trial of the Ruler: The Trial of the Ruler is the right for a warrior to ascend to kingship. To do so, the warrior must first be thirty or over. Then, the warrior must go out and collect ten descendants, who can be alive or dead. As customary for the Trial, the king administering will eat them. Once they've brought the colony the bodies, they will be sprayed by the Helig växt with a pheromone, which will give them the strength of a king so that they can slay a mother and father Bönsyrsa as well as their brood; once they’ve defeated them through whatever means necessary, they will bring back the teeth of the mother and father and the heads of the brood. To finish the trial, the warrior will be forced into combat with another warrior; if they either disable this warrior or entirely kill them, they will earn the right to become a king. The pheromones of the Helig växt will ascend the warrior into a king, allowing them to grow in strength, speed, and new wings. Origins Beginning Colonies: Centuries ago, the Jättemyra began as small colonies the size of ants you would normally find in your backyard. Due to an extreme number of physical threats to their lives, the Jättemyra began to evolve first in strength, slowly being able to best threats that once plagued them, like disease, bacteria, other insects, and larger animals. When the Jättemyra had grown in strength, their bodies grew with them to about half the size of modern-day Jättemyra colonies; during this era, Jättemyra colonies would tear each other limb from limb in massive wars that spanned all of Azuras. Once these great battles had concluded, the Jättemyra were spread out in a vast network of large tunnels under all of Azuras; these colonies spanned from the deserts to the thick forests. This led to a period of peace among the colonies as they continued to expand under the Azuras, spreading their influence and evolving over time. Great Bönsyrsa War: During their expansions under the crust of Azuras, the Jättemyra came across another predator that lived within the curst of Azuras, the Bönsyrsa – the Bönsyrsa became a massive threat as it was much larger and more robust than any Jättemyra of the time. To combat this threat, the Queens of the Jättemyra colonies used the Helig växt, a large plant they found growing in their tunnels, to create a new pheromone that allowed their workers to become warriors. This created a vast army that began to push back the enormous threat of Bönsyrsas’. The Bönsyrsa had killed off even more colonies worldwide, forcing the Jättemyra to stop their expansions and focus on rebuilding their armies to continue their ever-needing expansion. Still, they hadn’t surfaced; they only remained underground looking for food, such as Bönsyrsa brood and Bönsyrsa themselves. The queens also slowed their production of warriors, as they had become highly effective at killing Bönsyrsa, with all of the Jättemyra growing in size and strength over time to adapt to their current threats. This established the Trial system the queens used to crown new warriors. Modern-Day Interaction and Emergence: When the descendants arrived in the world of Azuras, they established their cities and also began to create mines around the world; out of an extreme amount of luck and a lack of mining depth, the descendants avoided the Jättemyra’s tunnels and, therefore, missed the Jättemyra themselves. In the Imperial year 260, miners of the Kingdom of Norland were mining and came across a Bönsyrsa that began to attack them. The group of miners began to scuffle with the Bönsyrsa, but in the end, they were nearly wiped out due to the Bönsyrsa’s strength and armor. Suddenly, the miners heard weird clicking-like sounds until a wall of the mine collapsed, and from the dust stepped out a group of three Jättemyra warriors. The warriors began to fight the Bönsyrsa; the miners watched in utter shock and amazement at the Jättemyra, which they’d never heard of or seen before. Once the Jättemyra had finished the Bönsyrsa, they turned to face the miners, who they believed to be wielding weapons when they were just holding pickaxes. The Jättemyra attacked the miners, quickly dispatching them and ripping them limb from limb; not a single miner escaped with their lives. Out of curiosity, the Queen of the local colony sent a scouting party of workers out of the mine and onto the surface, where they came face to face with a group of soldiers who were on their way to search for the missing miners: the Jättemyra began to fight but overwhelmed fled back into the tunnels below and reported to their queen who moved her colony back and in response created a new type of Jättemyra using the Helig växt out of a select few warriors, these became known as the Kings and were made to protect her at all times. Around the world, miners began hearing reports of these Jättemyra and began bringing more soldiers into the mines to ensure they were safe. Still, this led to more and more emergencies in colonies worldwide... Culture Cultural Identity: Jättemyra colonies all follow a Nordic Viking-like culture; they kill and steal to feed themselves, and they also name their “children” with Swedish, Nordic, and Finnish names; they typically act on a code of honor which they follow– if a Jättemyra loses its antenna it's useless to the Jättemyra of a colony and is cast out, in a way that Jättemyra has been dishonored and is not welcomed back into the colony. Jättemyra culture is centered around the life of the queen; if the queen is sick, the colony is frantic; if the queen is hungry, the colony will sacrifice themselves to find prey– it’s pretty much impossible for a Jättemyra not to be obsessed with their queen as that’s there mother, and to most Jättemyra the god they serve– queens give orders. The colony works till they die to fulfill those orders; if a queen wishes a city destroyed, the armies will attack the city repeatedly until it's wiped from the face of Azuras. To a Jättemyra, their life is meaningless if their queen or their commanding king is to die. The simple loss of a queen can wipe out entire colonies. Language Jätte'na: Very few words were created by the Jättemyra to replace common words when speaking to each other or descendants. Hall'åne - Hello Edjö - Goodbye Ättlingen - Descendant Mänsklig - Human Älva - Elf Dvärg - Dwarf Orkel - Orks Små - Halflings Jae - Yes Nejes - No Tackan - Thank you Linjal - King Drottnina - Queen Wevale - Weapon Svärd - Sword Avstånd - Bow General Redlines Jättemyra’s worker's legs allow them to move up to 8 blocks in CRP and close gaps twice as fast as descendants can The two primary arms of a worker can wield standard weapons like any descendant. The two extra arms of a worker can do nothing more than a simple slap or hold stuff as light as small books. The torso of the Jättemyra worker is as rigid as chainmail, as well Any spells or attacks that use sounds to disorient or harm someone do not affect workers and warriors, as they lack ears to hear Smells can include things produced in alchemy; for example, a handful of smelling salts or anything with an even more intense smell would effectively hinder a Jättemyra’s senses. Workers' armor is just as susceptible to blades of Ferrum as standard chainmail is, though a person attacking the carapace will find it very easy to cut through in places that lack armor. Jättemyra’s blood is flammable, which means they burn longer and more intensely than descendants; this leads to death much quicker. If a Jättemyra isn’t bleeding, the fire on it will likely not be able to hold light since its carapace is tough and more metal-like. Jättemyra are susceptible to all attacks that an ordinary descendant would be coming from voidal magics. Warriors have the strength of a trained human. The warrior's four arms still allow only two weapons to be held at once; the smaller arms can’t still wield a weapon on their own, only up to something like a bottle full of water. The smaller arms CANNOT be used to move arrows to two bows; only one bow may be used in CRP. The warriors' carapace is at a chainmail level; only their torso is at a ferrum level. Due to the larger body, the legs of the warriors only allow them to move up to 6 blocks. Flesh, located under warriors' armor, is extremely sensitive and, when interacted with in any way, will cause SEVERE pain to the warrior. Warriors and Workers can not speak. The only noise they can make that a descendant can hear is a clicking sound produced by smacking their mandibles together. The King’s legs allow them to move the 8 blocks like the worker ants can. They also close gaps quicker, using their wings to boost forward. Four arms allow the player to hold up to four weapons at once. Only one bow may be wielded, though, during this, other weapons can be in the two free hands. The king’s armor is the exact same level as that of a warrior. King's strength is comparable to that of Orcish strength Kings can speak only common; other languages are impossible for the vocal cords. Kings are hard of hearing, though they can determine what is being said around them. The king's wings are ONLY for slowing downfalls. They can not fly because their wings are too small, and losing even one of them makes slowing downfalls impossible. Again, kings CANNOT FLY in any way, their wings are for slowing falls and mobility boost forward. Queens can learn any voidal magic and dark magic but would have no interest in holy magic due to their belief in no god but themselves. Queens are as strong as humans, same with their souls; voidal power does NOT make them weaker in any way. Eggs laid take 1 OOC week to become larva and 2 to grow into a full worker Jättemyra. Queen ants can only move eight blocks during combat. Queens are weak all over their body except their torso, where the armor is back to being of chainmail-like strength. Smells don’t affect the queen nearly as much as her underlings but still block her communication, the pheromones. Queens' bodies are as easy to cut through as descendants' flesh due to their lack of armor. The Queen is NON PLAYABLE; it cannot be played! Since Jättemyra can breathe, they can learn Kani, though this is extremely unlikely unless they are Antennaless or a king in revolt. Jättemyra blood is not descendants' blood and, therefore, cannot be created without a descendant's blood, Sorvians. Jättemyra blood is not acidic enough to cause pain or melt anything it is only for aesthetic purposes. Workers, Warriors, and Kings can also learn bardmancy and Housemagery, though they are unlikely to waste their time trying unless they’re antenna-less, the king is in revolt, or their queen commands it. Only Queens can learn voidal and Dark magic, as all lower-ranking Jättemyra lack a strong enough soul to do those magics. Mandibles of Jättemyra are only meant to clamp down; they are not strong enough to draw blood. If a Jättemyra is struck with a punching force while clamping with its mandibles, it will lose its clamp. Limbs cannot regrow on their own; once lost, they’re lost until replaced by something like an Automaton limb. Jättemyra lack genitals, so they CANNOT FTB ever. The eyes of the Jättemyra give them dark vision. Potent smells cause drowsiness in workers, warriors, and kings but do not affect queens. Potent smells have the extra effect of making Jättemyra unable to speak to one another. The flesh under a Worker, Warrior, and King carapace armor is extremely weak and, when struck, will be INTENSELY painful for them. The Apical Claw Greatsword would weigh too much for an elf, dwarf, or human to lift. Orcs can lift and swing the Apical Claw Greatsword, though it’s more like they’re just throwing around its weight and less like it's being swung. The Apical Claw Greatsword has no unique properties except being extremely heavy and sharp; its heft allows it to break through chainmail and damage ferrum-level armor easily. Helig växt’s evolutionary pheromones are visible, and can be a bluish or purplish color in appearance Evolutions cause extreme pain and will leave a Jättemyra hurting for the next three OOC days, making any combat extremely hard for them. The evolutionary pheromones do not affect descendants and only leave them with a bad smell in their nose, similar to the smell of sulfur. OOC Purpose This lore is meant to give players a gateway into a new experience that LOTC doesn’t offer: direct interaction with an ST as a ruler that can dedicate a player's path, bringing staff closer to players is something I want to see, and I genuinely believe Jättemyra will provide that outlet leading to that sort of rp; this is something other servers I’ve played on have had and warrior race. The Jättemyra is also the first bug CA to be created, so it will offer a new type of experience as the player can play disgusting bugs. The lore is also meant to create an entirely new community that can expand and act as an event; their purpose is to expand their nests with their colony. That's unless they’re a king or antenna-lost Jättemyra, in which case the Jättemyra can be played as more solo creatures, allowing for many different playstyles. Jättemyra are the antagonists that aren’t innately evil like many other “antagonist-like” threats for the server, whereas the Jättemyra are doing everything to survive. Their whole purpose is to serve their queens and expand their territory, which offers role play that, otherwise, I think would be highly lacking or non-existent. Lastly, it allows for a straightforward path of progression that keeps players interested in playing their Jättemyra until they’ve unlocked their full potential as kings. Once they’ve reached that level, they can leave a colony in revolt or continue to serve and remain enemies to descendants. Bönsyrsa (ST playable only) Origin Originations: The Bönsyrsa were a species of mantis-like creatures that originated in underground burrows of Azuras. At first, the Bönsyrsa would travel on the surface and feed, then come back to their burrows where their brood was, but after harsh weather forced them to remain underground longer, the Bönsyrsa began digging, looking for food; this led them to their primary food source the Jättemyra which they began a long-lasting “war” with which led to a significant reduction in both the Jättemyra and the Bönsyrsa. After their crushing defeat, the Bönsyrsa began to regrow in strength and amount. While Bönsyrsa never acted in a group, they continued killing off the Jättemyra, who were unsuspecting and easy to pick off. Creature Summary Overview: The Bönsyrsa are the natural predators of the Jättemyra. Standing between 7” to 10” tall and weighing around 500 to 700 pounds. The Bönsyrsa are giant beasts who walk on four legs. The two hind legs are smaller and more agile. The hind legs are lightly armored, but where the creature generates movement from larger upper muscles (similar to quads on a human). The front legs are straight and are five feet long. They are armored in a highly durable exoskeleton that is also very sharp. On the front of the Bönsyrsa are two giant apical claws, which it uses to stab primarily and slice at prey. It has a large abdomen where vital organs are held. The same armor plating that covers the forelegs covers the top of the abdomen. Lastly, their head has powerful jaws and teeth that can easily tear through flesh, although the Bönsyrsa will lower its head to prey when it believes it is dead. Physical Description: Hind legs: The light armoring on the hind legs can quickly be shattered; however, there are significant gaps, primarily at the joint. This exposed flesh can easily be cut, limiting its ability to move. Frontal Apical Claws: This more heavily armored appendage is sharp and serrated, making cutting easy. The end of the apical claws comes to a sharp point suitable for impaling/stabbing prey. Abdomen: The abdomen has no armoring and is all exposed flesh, which is easily cut. It houses the essential organs, and damaging those will lead to a quick death of the Bönsyrsa. Head: Although hard to reach, attacking the head only guarded by light armoring, will cause extreme damage. Terminating the brain is a surefire way to kill it, although it will stay alive for a while after its brain stops functioning. Extra Qualities: The Bönsyrsa have a dark vision and an extremely capable sense of smell. They were dominant against the Jättemyra because they could easily hunt them off the smells of the pheromones they use for communication. However, Bönsyrsaes are deaf and cannot hear sounds. They can feel if a sound is loud enough to make vibrations or rumblings, but they cannot hear. Habitat: Bönsyrsa live in extensive underground burrows where they store their brood. They typically stay around their burrow but can emerge onto the surface or travel down through the Azuras tunnels made by the Jättemyra. These burrows can exist anywhere in the world of Azuras and, from the surface, seem like regular holes that could’ve been dug by anyone trying to make a mine shaft or quarry. Behavior: Bönsyrsa are extremely hostile creatures; no matter the circumstance, Bönsyrsa are looking for a fight with whoever comes within their sight or smell. Bönsyrsa are also decently intelligent creatures and will look for sneakier ways to kill their prey. Bönsyrsa are known for stalking their prey. Even though they are massive, they like to hide with their natural green coloring in trees and masses of bushes, laying on all fours; this allows them to semi-blend, and while it would be pretty apparent to a descendant to see a Bönsyrsa, an animal is much less likely to notice them. Bönsyrsa is also known for living with a male on occasion; this is rare, though, since many males are eaten during the mating process; if a male and female are together, they will hunt and do everything together to ensure the safety and production of their brood. General Redlines: Bönsyrsa have extreme senses of smell, which can cause them to freeze in place when exposed to strong odors; this stunning state will last for two emote rotations. The abdomen is extremely weak and should be the target for most attacks Armor on the Hind Legs can be shattered, exposing weak skin for an attack like the abdomen. Bönsyrsa’s Apical Claws are as sharp as semi-dull swords and should be imagined that way; at the end of the claw is a very sharp point for impaling; it should be used more like a speartip and is much sharper. Bönsyrsa’s claws are as sharp as dull ferrum, and the point of their claw is as sharp as farrum. The carapace armor on the legs and the claws are tough to break without something more dedicated to armor breaking like a Warhammer. Bönsyrsa CANNOT be tamed; they are always hostile and don’t want to be your friend; you are just their food. The Bönsyrsa’s eyes CANNOT be collected to see in the dark.
  5. Username: At0mikal Persona Name: Florin Mitrea Persona Age: 39 Place of Residence / Street Address: Barracks
  6. Full Name: Florin Mitrea Age: 38 Gender: Male Race: Human Rank: Something [Username:] At0mikal
  7. Full Name: Andre Age: 68 Gender: Male Race: Human or some sort Rank: Recruit [Username: ] At0mikal [Discord: ] atomikal
  8. Timothy would be extremely busy with his work, he'd be wandering through the streets of cities thinking of his family, wondering how his father was doing and when he'd be able to visit him next in Helious
  9. Timothy Komnenos sat in his house within the confines of Helious he was oblivious to the grief everyone was facing as he played with his little windmill toy and his little doll his sister had given him, the only thing crossing this child's mind was why he didn't have a fire place in his house.
  10. At0mikal

    At0mikal

    Read the scenario below this box and type out inside of this box how your character might respond. You must show an understanding of quoted dialogue and exposition throughout the scenario. "Good day sir! I've come to the city with the hopes of meeting new people, and seeing such wondrous things they hold here!" *Corvel would smile to the man letting out a sigh as he looked up at the city infront of him an excited look upon his face, before looking back to the man* "Thank you for the warm welcome" *Corvel would say calmly before walking off into the city to explore*
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