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WuHanXianShi14

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Everything posted by WuHanXianShi14

  1. OH BOY WALL OF TEXT The limbs thing basically works like a harpoon gun which shoots out a maximum length of three blocks, if you have a shield or heavy plate armour you should be safe from it. It's not groot levels of powerful. Well, sort of. Since there's no limit on how many times you can try, so if you're persistant enough then eventually you'll succeed in making a sleeping tree. Which is why there's a cap on how many there can be in the entire world, (10), so druids arent turning entire forests into spriggans. It's basically indefinite. But, this is only so people who play spriggans can play them when they want to, not just when they're summoned. However, say a spook wanders into the grove and the druids want to summon the spriggan. If the spriggan isnt ALREADY in the immediate area then they MUST do the summoning ritual (which exposes them and takes time). They cant just say 'oh RPly he was roaming about'. If you get attacked and your spriggan isn't being actively RPed, online, in that area, it needs summoning. And no, they cant summon a large mass of them. As I said, there can only be a max of ten in the whole world and I imagine there'll be no more than 2 or 3 of them per place. (Mother grove, Linandria, etc). No, it's always the same spriggan. It's just whenever it's not summoned, its 'sleeping', or dormant, inside its tree. However, spriggans are capable of awakening themselves to roam around their grove. This is just so spriggan players dont need to wait for a ritual summoning to RP their character. Their weakness is voidal fire, so any T3 or above mage which hits home with a good fire blast will likely set it aflame. Eh, the actual time doesn't matter. It was just a ballpark estimate. Time is measured in emote count anyways during RP fights, and the emote count is what matters. It's essentially made of druidic energies, and once disrupted by any serious force it will dissipate the spriggan. As you can see, one of the red lines is the core must always be accessible. So there are a few ways to get at it. You can try to shoot an arrow through the back of its chest, or use a magic with enough kinetic force to blast through the wooden protection. Or, just whack at its chest with a heavy weapon enough times to break the wood and expose the core. Etc. Golem would win hands down. Spriggans rely more on being magical creatures whereas golems are brute, raw strength. Spriggans are decently strong and likely their arm strength is a bit more than the average descendent. They dont hold up against golems or other such creatures though. They basically dissolve and the wisps of druidic energies which give it life return to its mother tree, and the spriggan becomes dormant inside it, needing to be reawoken again. Well, firstly, like with golems and atronachs, I assume that a spriggan wont be a players main character. Also, the places like the mother grove and linandria are pretty active. If no one is in a spriggan's area they can just pop onto another character until there are. They're more niche characters, not meant to be someone's main. Druids can commune with them, yes. Although it would basically be the same as like, a golem talking to its impera and being given orders, just with druid communion. Well, the only people who can summon spriggans are T4 druids and above, who at that point will be experienced, well documented by the MAT and generally trustworthy. So I don't think a seperate MA is needed. In any case, the limits and powers of a spriggan are outlined in detail, and there are red lines to follow. So any druid or spriggan who disobeys them will be punished. I'm open to any suggestions you have to improve their personalities. For now, some people have expressed interest in playing them as is, so there's obviously appeal in them to some people. That said, I'm at a bit of a creative block in terms of what other personality to give them, but if anyone wants to propose anything I'll listen eagerly.
  2. Druids cant actually do that. Every magic group is always smugly going "AHURHURHUR IN THEORY, MY MAGIC CAN DO THIS, THAT AND THIS AND GIVEN THE RIGHT CIRCUMSTANCES IM BASICALLY GREATER THAN GOD". I experienced it as a void mage, I experienced it as a druid. No prejudice here. We're all equally pretentious.
  3. Ents are completely different, they are sentient creatures whereas Spriggans are atronachs/constructs. Ents dont share any of the same abilities Spriggans do. Ents are large, hulking trees, while Spriggans are around 7ft at most, not much bigger than the average person. Ents have free will. Spriggans do not. It's actually a very, very shallow comparison, since literally the only thing the two have in common is they're made of magic tree stuff. Besides, just because something resembles another thing doesn't mean it shouldn't be allowed to exist. It's stupid to expect every piece of lore to be 100% original, unique and has NOTHING to do with ANYTHING else EVER. That's the whole point of it as a creature... No, it cant, it can only extend out three blocks (which I specified in the post) and ultimately has the same effect as a guy with a long spear. You give no reason for this. Under what citation? The Aspects dont live under a rock. They know there is plenty of un-natural **** ******* up the world. Tell me why they wouldn't take direct action in creating something to protect their realm, and entrust druids (their divine, sacred, chosen servants) to utilize it for them? In all honestly, I basically feel you didn't really read the lore all that properly, because the only ability you expressed concern about in detail was the limb extension, which the post itself says isn't as powerful as you think it is. Everything else you just said 'is unneeded' without giving any reason why, which is why this isnt a very valid request. No, obviously not. But not every creature is designed to appeal to everyone. If they dont want to play this sort of character they dont have to, and if they want to, then they can.
  4. "Group A has apples, so Group B shouldn't be given oranges. They're both fruit, so its an unoriginal concept." Doesn't follow. Spriggans have very little in common with other summoned creatures, other than the fact they're all summoned creatures. Dutch and English are in the same language family, doesnt mean they're the same even if they have root similarities. Nor is the mentality behind this lore 'the other magics have one so we want one too'. Didnt even think about arcane atronachs while writing this lore. It's just meant to be a standalone addition to add something meaningful to druidic magic.
  5. It's not just IC perspective. Literally, objectively, factually speaking: The undead and anything from the void is un-natural, not of the world. And thus, beings with mandates to protect nature would be instinctively hardwired to rid the world of them. Their effects are outlined in the post itself. As for the spores, their main downside is that they effect the entire air around them. So, if you have any allies in the area (which is very likely given the cramped nature of druids grove and wood elf cities) then itll effect them too. As such, spriggans shooting out spores is only effective in rather specific circumstances. Also outlined in the post. Cause it'd be a nice addition and add some nice variety to our lore. Dwarves have their golems, mages have atronachs/arcane familiars, and they dont need those. Sometimes a nice addition can be a nice addition even if it isnt essential. I agree. They're all welcome to write lore for one if they dont have one already, like I am writing one for the druids. Subject opinion. There's no quantifiable way to measure how powerful one magic is against another. I could easily go on a similar rant "void mages can bring lightning down from the sky and create tears in the world therefore they shouldnt get arcane atronachs!" Its an argument which holds no basis in measurable fact. BTW neither of the things you said about druids are true. Even T5 druids cant summon enough roots to crush you w/o 3-4 emotes, hardly a "flick of their wrist", nor are they capable of doing anything after dying... Extra depth, extra variety, more things for us to RP out, as druids. Druids aren't particularly more or less powerful than other forms of magic. We're not any less deserving of our own summonable creature than mages, who have one, or holy users and dark users who are more than capable of writing lore for their own.
  6. Well, since druid groves dont typically have defined borders or walls, I figured a specific block count would be better. Like Linandria, its not just the inner walls of the city, theres also the market and Aureon manor area which has no defined borders. Of course, if this cuts rather blatantly into their obvious territory then the block rule would be overridden. As for the spores/pollen thing, either works really. Whatever fits better. It really doesn't make much of a difference to me.
  7. Is this a meme or something, maybe the joke is flying way over my head, you do know I'm Leo right
  8. Spriggans - Druidic Familiars Overview Spriggans are beings made entirely of wood and deific energy. They operate much like dryads, in the sense that they are eternally bound to a tree by soul and spirit. The similarities end there, however. Spriggans are not entirely sentient creatures, they are more akin to golems or atronachs in intelligence. Their creation is blessed by the Aspects, and they are tasked with the soul purpose to defend the natural ecosystem around their tree. This is usually in areas sacred to the Aspects, such as druidic groves and shrines. Summoning Spriggans are born from trees that have been directly been blessed by the Aspects, these trees often have some form of significance, usually being located in sacred areas like druid groves. They are known as a Spriggan’s sleeping tree. It is then up to a druid to commune with these sleeping trees and ‘awaken’ the spriggan inside. Sleeping Trees It is entirely up to the Aspects which trees are turned into sleeping trees, capable of awakening a Spriggan. The Aspects, of their own volition, will often transform trees into sleeping trees in sacred areas such as druid groves. However, druids can influence the Aenguls’ decision by performing a ritual of blood. The power of a druid’s blood has the potential to draw the Aspect’s attention. A druid must simply bloodlet upon the tree they wish to turn into a sleeping tree, then perform a full day of meditation under said tree. If he is lucky, the Aspects will accept his offering and turn that tree into a sleeping tree. With this principle, any tree has the potential to be turned into a tree which can summon spriggans. Summoning Process While communing with the sleeping tree, the druid lends their strength into pouring the druidic energy needed to power the spriggan, this can be very draining to the druid, depending on how advanced they are in the magic. The spriggan will literally grow out of the tree’s trunk until it is fully formed and ready to operate. Notes: Spriggans can only be summoned out of specific, individual trees which will be designated by the LT. They’ll most likely be in druid-heavy areas like the mother circle grove, and Linandria. Druids may perform the blood offering ritual to try to ‘activate’ other trees to become spriggan spawning trees. However, this will only have a 30% success rate (Determined by rolls), can only be done once every three days per druid. Spriggans may only be summoned alone by T4 druids and above. However, three or more T2-3 druids can powershare together to summon one with their combined efforts. Summoning a spriggan takes detailed 4-5 emotes to do. It’s a fairly lengthy process which leaves a druid vulnerable while they do it. Purpose Spriggans are specially blessed guardians of areas sacred to the Aspects. This means that the sleeping trees they are summoned from only grow in these types of places. A spriggan’s only purpose is to serve as a protector of these sacred areas of nature and fight off all who threaten it. However, this means that a spriggan is unable to leave its domain. Much like a dryad is bound to its tree, so is a Spriggan. A spriggan tasked to defend a druidic grove, for example, will not be able to leave that grove. Spriggans are under the command of whichever druid awakens them. They will do as that druid tells them to do, and attack who that druid tells them to attack. However, Spriggans will not carry out any order which will bring wanton harm to nature. A druid ordering a spriggan to attack plant life or wild animals of nature will find his orders falling on deaf ears. Anything un-natural, like monsters and undead are fair game, as well as Descendant races. Notes: Spriggans are restricted to a 300 block radius of their sleeping tree. They dissipate if they venture further beyond and their essence is returned to their tree, and must be reawoken by a druid. Because they are created directly by the Aspects, Spriggans will not attack anything belonging to nature (including druids) under any circumstance. Descendents and anything un-natural are viable targets, however. Abilities Spriggan powers are more or less Groot powers, basically. Limb Extension In combat, Spriggans possess the ability to extend and retract their branch like limbs to a deadly degree, like how a druid can control plants, except spriggans do it exclusively with their own bodies. They are able to sharpen their wooden appendages and shoot out their limbs like pillars to impale their opponents, or grow them outwards to coil around and tie them up. A spriggan can harden his limbs and shoot them outwards with a force similar to a harpoon gun. The range for this will be anything within three (3) blocks. A spriggan can grow out its limbs to serve as a way to tie up or entangle opponents. It can grow out its limbs a total of five (5) blocks away from itself. Fire-Resistant It takes a lot to burn a spriggan, as the wood they are made of is both living and enchanted. It would take a large, concentrated amount of fire to successfully set a Spriggan aflame. Something which could be accomplished by a veteran pyromancer or anyone wielding equivalent power. Simply throwing a torch at it won't do the trick. Regeneration Spriggans are capable of regenerating any limbs they lose in combat. Albeit this is not instantaneous. Naturally, the larger the body part lost, the longer it takes to regrow. Additionally, Spriggans cannot regenerate while being actively attacked by someone. Spore Expulsion Spriggans are capable of growing flowers with poisonous properties on their bodies. These render them capable of shooting various effect spores at their opponents which can have the following effects: Paralysis - A spriggan's paralysis spore is capable of causing spasms within an opponents muscles, specifically their smaller appendages hands, arms, and feet. Paralysis spore doesn't fully make an opponent unable to move, but it disrupts their nervous system significantly. Poison - A spriggan's poison spore is a venomous substance which seeps in through bodily orifices. Once shot at an opponent, it must enter through the mouth, nose or eyes to have an effect. Spriggan poison causes internal organ failure within an IRL day. It is not an instantaneous effect. Sleep - A spriggan's sleep spore does just what its name suggests. However, it isn't instant knockout gas. The opponent needs to inhale the spore into his lungs before its effects take place, and it will take around 15 minutes or so (Or 4-5 emotes) for the opponent to fully fall asleep. All spriggan spores have the secondary effect of blinding if thrown in an opponents eyes, as it is basically the same thing as throwing sand in someone's face. All spriggan spores are area of effect spells. The spores spread across the air in the general area and will affect anyone in a 10 block radius, friend or foe. This makes spriggan spores effectively useless in any melee fight. Weaknesses The Core In the center of every spriggan’s chest is the physical center of its druidic energy, i.e the thing which keeps it powered. If the core is struck at, the Spriggan will dissipate and its essence will return to its sleeping tree. However, the core is shielded by a tight weave of roots which opponents will need to slash through to access. Some gaps are wide enough that a well placed arrow would be able to pass through and strike at the core. NOTE: Necromancers can drain the lifeforce of a Spriggan. However, it will only immobilize the part of the spriggan's body the necromancer is touching. (I.e if draining from the spriggans' arm, only the arm will become useless). However, if the Spriggan's core is exposed through physical means (hacking through its wooden chest), it can be drained from there, and will die quite quickly. The glowing mass behind this spriggan’s protected chest is where one must strike to deactivate it. Magic Flame Spriggans are resistant to normal fire. However, much like elderwood, they are more susceptible to un-natural flames. Fire from arcane pyromancers or Nephilim/Azdrazi will set alight a Spriggan with relative ease and render it useless. Behaviour Spriggans are non-sentient creatures. They exist as the druidic equivalent to arcane atronachs and golems. Being creatures enchanted by the Aspects, they exist only to fulfill their mandate to protect the nature of their appointed area. However, Spriggans are capable of awakening themselves to wander around their grove as a patrolling guardian. They may show some signs of sentience. Spriggans seem to instinctively treat favourable those who respect and protect their grove. They may grow flowers off their own body and present them to people as a gift. Spriggans are not capable of speech. They express their limited emotions through wood-like creaks and groans. Spriggans will always prioritize the orders given to it by the druid who awakens it from its sleeping tree. If a Spriggan is awoken, but is given no orders, it will instinctively attack anything inherently unnatural in its sight. (I.e, the undead, arcane creatures, golems). If a spriggan is awoken from its sleeping tree, then the druid who awakens it will always be priority which the spriggan unfailingly obeys over all, although other druids can control it as well. If a spriggan awakens itself to roam its grove, any druid can give it orders, if multiple druids give it orders at the same time, the highest tier druid's orders win out. It is possible for Spriggans to grow Tiva Lines (flower language) on its body as a form of communication. Tiva is an ancient wood elven language that involves reading flower lines, although few modern wood elves are fluent in it. MC Mechanics Spriggans should be given the construct nexus race buff in terms of PVP mechanics. Red Lines Spriggans cannot be taller than 8ft. Spriggans have limited free will. They must attempt to fight off anything voidal or undead in nature in its presence, unless ordered to stop by a druid. They can never do anything to harm nature, even if it results in their own death. Spriggans may not go anywhere beyond 300 blocks of its sleeping tree. Spriggans may only be summoned once per IRL day. A Spriggans’ core must always be possible to access and strike at. There must be gaps in its chest or some form of exploitable weakness which allows people to get to the core. Spriggans are not capable of controlling the plants and animals around it like a druid could. They are only capable of manipulating the wood of their own body. There can never be more than 10 Sleeping trees in existence. (i.e. only a maximum of ten places on the map can spawn spriggans) Spriggans must have a player playing them. You can’t just summon one in RP and RP like an extension of your own character’s combat abilities. It needs to be another player controlling them
  9. No, they certainly could be very religiously zealous about the Aspects, since Malin himself revered the Aspects. The elven forces, however, should resemble more your stereotypical LOTR type Thranduil army, instead of tribal clans.
  10. Looks great Pd, only thing is during the first war with iblees the elves wouldn't be divided by subrace yet, so wood elf seeds wouldn't exist either. Druids certainly could, and Taynei'hiylu was definately there. The elves themselves would all be from the first, Ancient Malinor and be of the proto-elf race, though. see here:
  11. We got NL consent from both Leric and Pyro. Doesn't matter who actually posts the WC thread
  12. “Lance a boil, kill a snow elf, it’s all the same principle, really.” ~Excerpt from the Sirame Handbook Prince Artimec looked out over the parapets of the frozen war camp. Beneath him the gate opened and soldiers walked in, some elven, some Orenian. They bore light wounds and slight limps, having sustained light casualties after taking out yet another mali’fenn scouting party. The campaign had been torturously delayed. The succession and subsequent assassination of John Augustus and the political troubles in the north had stalled a full frontal siege of the cursed snow elven fort for months. But now Philip Frederick sat atop the Imperial Throne, and the bulk of the Empires’ forces had returned south to Ceru to finish what they had started. Artimec looked to Tresery, who had advised against the conflict, yet stood proud on the pallisades overlooking the enemy fort, as the Dominion’s new High Prince. Tristin nodded. “It’s time to finish this mess you started, Caerme’onn.” WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): Tier Chosen: 2 Type of battle: Siege Date And Time: Saturday, November 26th, 3pm EST Side A: Dominion of Malin, Empire of Oren, and Allies Side B: Princedom of Fenn and Allies Location and boundaries: Direct Area: -Provided Image https://gyazo.com/84eb8b612885aefb5cedbf57fb0310b6 Surrounding area of battlefield for reference to location: https://gyazo.com/c919254695f4f4de8ef6af335259770c Terms of Victory VICTORY FOR ATTACKERS- If the defenders are killed or driven from the field of battle. VICTORY FOR DEFENDERS- Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: The Dominion of Malin assumes control over the snow elf region. Side B: A counter-attack can be declared and The Dominion of Malin cannot launch another offensive campaign on the Fenn for two weeks Rules -No status switching. -No golden apples. -If the defenders do not show to their side of the warclaim, they implicitly forfeit and attackers get full claim to the land. -TNT disabled.
  13. In flanders fields the poppies blow, between the crosses row on row

    1. Textarea

      Textarea

      cool

      there aren't very many good space jam remixes, but that one is good

      i haven't watched the space jam movie, but the song is pretty good

  14. Actually, the snow elves (GandalfDahWhite and Malinor) have made a big deal about joining the church right in front of my face in RP, trying to get around their banishment in Dominion lands by acting as servants of Canonism. So there's a well known association between Canonism and the snow elves. Even if there wasn't, you specifically mentioned settling in Ceru, and currently your camp is the only thing resembling a settlement in the North of Ceru. The only other settlements on Ceru are Caligo, Sutica and the orcish camp, obviously none of those are yours. Besides, at the time my scouts went there it was literally just chests and a few tents. Nothing that said it was a Church camp. Heard it straight from your mouth. I refer you once more to my screenshots. As for the date and time, I am flexible, as long as it is on this coming weekend. (Friday, Saturday, or Sunday). The point of this warclaim is to conquer the land before you can really set up there in RP, so I dont want to delay further. Edit: You also mentioned settling in the mountains of Ceru in RP and only the north of Ceru is mountainous. southern half is flat and forested
  15. A) Boats B) Sent 6 Sirame scouts earlier this day, planned on warclaiming you before you killed my scouts a few hours ago. You mentioned you were settling in the north of the isle of Ceru in front of my very face at an RP meeting in Johannesburg earlier today so naturally I had my 6 sirame scout the north of Ceru for any fledgling settlements of that nature right afterwards! ^ From our meeting ^Report from the earlier scouting party this has been in the planning for awhile by the way, your killing of my two Sirame tonight wasn't a factor.
  16. “Beware the snow elf parasite.” Asthil Hamuel of the Berun’cinhir, Zion War, 1459 "There was a time when all elves were one. When Malin walked the earth we abided by one culture, one Kingdom, one creed. When our race split, there was conflict. Yet in war, there was also peace. The mali‘ame of the forests and mali‘ker in their caverns have been brothers in all recorded memory. Even the mali’aheral have shown they are capable of integration and existing in our society as citizens, and Haelun’or under a wise ruler is able to coexist with the rest of elfkind. Yet there has always been one outlier, one pariah, one tribe of mali’aheral kin whom time and time again have refused to integrate, refused to cooperate, and refused to even acknowledge they belong to the high elven race. These self deemed Mali’fenn have always been few in number, yet managed to be a thorn in the side of the rest of the elven world nonetheless. From their conception in Anthos, their first contact with the wood elven denizens of Lenniel was to break into a masquerade ball as armed, violent bandits. A solid first impression made, these ‘snow elves’ would go on to prove they had only begun their vagrancy, spending the next centuries of their existence as a puppet state of various egregious nations seeking to undermine the Empire of Man and the rest of elfkind, who often allied with Oren in its various forms. From the raiding of our settlements, the fighting alongside our enemies, and the scalping of innocent civilians on the roads, the crimes of the Fenn mounted. I’ll say this for the House Chivay, for all the horrors they brought upon our kind, they did do us a boon in the siege of the Princedom of Fenn. The first destruction Tundrak’s ilk during the Fringe was among the first times that Elves of old Malinor and Men of the Imperium fought side by side against a common foe. Yet the snow elf has proven to be a resilient creature, much like a cockroach. For as much as you attempt to exterminate their kind, they seem always to crawl back out of the woodwork when all has calmed and the world has once more forgotten about their existence. Thrice have the nations of the world wiped their Princedom off the face of the map. Thrice has it returned, defying death. Thus returns Aelthir Tundrak in our land of Axios, current patriarch of a line that by all rights should have been exterminated back in the Fringe when the Imperium of House Chivay put all the mali’fenn to death. Yet they have not, and Aelthir has proven to be as volatile a leader as his predecessors. His response to most things is to ride into foreign lands with an armed host, threatening the civilians and leaders there with his presence. His paranoia leads him to believe a trio of scouts in land which does not belong to him is an attacking party. He has intruded upon the sovereignty of the Dominion of Malin and proven himself to be too unstable and abrasive a leader to allow to exist as a player in the Elven sphere. It is thus we must raise the banners of war, and unite elf kind under the cause which has united us so many times before- the elimination of the Mali’fenn. As thus, our allies in the Empire of Men will rise up alongside us to take down their historic enemy once more. May the horned man and GOD guide our hunts." ~High Prince Artimec of the Dominion addressing a gathered crowd of the Sirame, elves of the Dominion, and men of the Empire WARCLAIM Tier Chosen (This cannot be changed after the first warclaim is held): Tier Chosen: 2 Type of battle: Skirmish Date And Time: Saturday, November 12th, 3pm EST Side A: Dominion of Malin and Allies Side B: Princedom of Fenn and Allies Location and boundaries: Direct Area: -Provided Image https://gyazo.com/9682e5ac6e68b33a55bce435fe1a5330 Surrounding area of battlefield for reference to location: https://gyazo.com/1d46cb9f6e8c6026cce5135b6c46aec6 Terms of Victory VICTORY FOR ATTACKERS- If the defenders are killed or driven from the field of battle. VICTORY FOR DEFENDERS- Attacking forces are killed or driven from the field of battle. Upon Victory For... Side A: The Dominion of Malin assumes control over the area where the Fenn’s new city was to be built. Side B: A counter-attack can be declared and The Dominion of Malin cannot launch another offensive campaign on the Fenn for two weeks Rules -The Princedom of Fenn may not progress in their build past it's current point. as RPly they would not have enough time to construct an entire castle in the time it takes for Dominion forces to sail down. (The Dominion is just north of the warclaim area). Construction may not progress beyond the point it was at at the time this WC was posted: https://gyazo.com/540f94181101504c41658b13e6c66712 -No status switching. -No golden apples. -If the defenders do not show to their side of the warclaim, they implicitly forfeit and attackers get full claim to the land. -TNT disabled.
  17. This magic has nothing in common with druidism except that thin comparison you drew, and even then it's not the same thing. The art of peace has people feel the sort of flow or chi of the universe (traditional chinese style) while druids are literally hearing voices of nature stuff.
  18. Hey can we get rid of the walls blocking sound mechanic? Its a nice idea but I'm tired of waiting 15 minutes for a reply only to find out my original emote wasn't heard because there was a chair or a vine in the way

    1. Show previous comments  3 more
    2. Vaynth

      Vaynth

      I was inspired and had to do this before bed. Sorry Leo.
      435b99e31b21fe8f98e9690b55cf56e4.png

    3. HedgeHug

      HedgeHug

      /looc sorry didn't hear your emote, your pole was in the way.

    4. Man of Respect

      Man of Respect

      Is it raining tears? WELL BOY, IT'S A GOOD TIME TO HARVEST THEM

       

      bucket_PNG7769.png

  19. You can voidally feel me any day baby
  20. I wanted to make the wood elves the 'unchanged' subrace but I got outvoted by other LT so what it is now is that while the wood elves did evolve from proto-elves their change was slower, subtler and more gradual Those are covered in the wood and dark elf lore posts I made because they happened long after ancient malinor dissolved
  21. I'm only going to be adding lore submissions, not roleplay posts. Also, everything on this megathread needs to have something to do with Axios map lore. If it's player-made history (i.e anything actually roleplayed out) then it's not a lore submission, isn't map lore, and doesn't need to go in here. Sorry about the confusion
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