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shimmeringbliss

Creative Wizard
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Posts posted by shimmeringbliss

  1. Siri’s Rendering Shop!

     

    1426858344983

     

    Hi everybody! I’ve recently been playing around with a minecraft rendering program, and I thought this would be a good way to update the wiki or just to keep some very cool screenshots of our time in this map. I hope people cherish the builds that they have, and that they’ll want to take some nice screenshots and renders of their rp hubs!

     

    I’ve been taking some Aegrothond renders, and would love to render for others! For the picture below which is a 1024x768 resolution, it’ll cost 100 minas! The 400x400 resolutions will cost 50 minas! If you buy more than 3 renders, I’ll only charge 250 and 100 minas respectively ? . Every 3rd time you change your mind and ask me to make a new render angle will be 50 minas though, so do be thorough! Also do keep in mind that asking me to do a very wide shot is going to be double that, as I will have to download a lot more chunks as compared to a close up.

    279fabe049bea5dc97c21d6d0bd55d30-jpg.jpg

    1024x768 sample

     

    19dca4165efaa54131bfbc86930ccd07.png

    400x400 but enlarged, so it does look a little blurry

     

    e7895003c5dc7c6eeef7434008555d1a.png

    400x400 sample

     

    (Dont mind this picture, the red error blocks was just the program weirding itself out. Nice shot though)

     

     

     

     

    If you would like to hire me, all you have to do is fill out a short form:

     

    Discord name: (Or contact me at Siri#8221)

    Location: RP name and xyz coordinates

    Reference: Either a photo of what you think would be good, or just worded instructions

    Package: What size? How many renders?

     

     

     

  2. Minecraft Account Name(s) shimmeringbliss

    Discord Siri#8221

    How long have you played on LoTC? 4 years on and off

    Timezone and Availability GMT+10, Around 8pm

     

    What lore are you versed in most?

    Flora and fauna! I re categorized it from top to bottom.

     

    Give a summary of any staff positions you have held on LoTC

    Lore team, and Wiki team

     

    Have you ever written lore for LoTC?

    Yes. My only regret is that I didn’t make them executable, hopefully I can change that

     

     

     

     

    And of course my pride and joy the habitat project, but I think its under the LM’s forums and I have no access to it anymore.

     

    Have you ever received a blacklist or ban?

    Nup

     

    Who do you not get along with on the Lore Team?

    No one?

  3. On 11/14/2017 at 8:38 AM, Sporadic said:

     

    It's a bit awkward to be here since i just posted this spiel on another Aengudaemon:

     

    But as a fellow LT you probably know this. You also know what happened to the last Aengudaemon who was voted on, specifically Argos the Daemon of war, which got denied (albeit narrowly) for being too cookie-cutter as it's "Daemon of War" concept. You also know some LT are of the opinion there's too many Aengudaemons and will be hard to convince to vote anything but N by default.

     

    Now I think the Memory Daemon has got what it takes as I personally believe it to be a very interesting kind of concept. But I've been wrong about these things before. So in the end all I can say is I like this. But I would change the "Gave  WXYZ to each of the 4 brothers" piece as this is a bit of an overly familliar trope already used by Aerial/Iblees in creation lore. Since you'll have to strive for maximum originality, it's best to not have anything that looks derivative. But again, that's not me.

     

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    Allow me to preface this by saying that most of my lore is derivative. I believe in continuously working on existing concepts to reinforce the position of each new piece in how they interact with the world, and is generally consistent with how I vote for lore as well. So while appreciated for constructive criticism, I will not change what I think is the only thing tying it to origin lore.

     

    Also shoutout for Idolmon for letting me use his tree lore.

  4. Ydae; The Daemon of Memory



     

    “If you wish to forget anything on the spot, make a note that this thing is to be remembered.”

    -Edgar Allen Poe

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    Sigil

    BW713caV-1dUK2skWPe6u75yfh9VYocKqQYwQVciPXsCJJUumFAxZXIaIqt1TSwEJi4olmoeG9tqG85-W3C7PFHfD4jnRE93JTXPSnkZ6FzkFiCBihTDvi-T9HHYDkQtUwCay9wI

    The Endless Ocean, representing the never-ending formation of in the sea of memories



     

    Standing upon the oceans of memories, alone under the skies of full of stars, the faceless Daemon held both arms out, feeling the weight of conscience and consciousness crash against the flow of time, eroding little by little like the waning of the moon. For the future is built upon the foundations of the past, yet it seems the past is always relegated to distant memory. Such is the fate of the Daemon of Memories, Ydea. Ydea is portrayed as a faceless Daemon, with short silver hair that blends seamlessly against her marble white skin. Upon her ethereal body she dons a void black dress, adorned with nine gold bangles, encircled around her waist, wrists, ankles, and crown. She appears to mortals with a constantly shifting face that takes the form of the people in their strongest memories.

     

     

    It is said that she was born from the second that the sun rose the second time over the earth, invoking the first creation of memories upon the natural world, as they recall what the very first sunrise was. Although Ydea does not control the flow of time, memories are nothing more than impressions and thoughts imprinted upon a blank canvas at any given time, distorting and warping as the seasons pass. When the four brothers were first set foot upon the mortal plane, Ydea presented to each a gift for recording their precious memories with their descendants, and more importantly each other. To Horen, she gifted him a quill of the Phoenix, so that his letters may glow when inscribed upon paper; To Krug, she gifted him a bone knife made from a millennium old Drûth Skhelll to carve totems with, so that his stories would come to life when reminisced by the fire; To Urguan, she gifted him a chisel made of Draelond, so that he may carve statues and runes; To Malin, she gifted him a Ironwood branch from the World Tree, so that he may write to the plants and trees. Some would call her generous for the gift of history, but others would curse her for keeping a reminder for all things to come, leading to wars that spanned over generations, to grudges that lasted several lifetimes. As the human poet Owen Irving puts it:

     

    “Your memory is a monster; you forget—it doesn't. It simply files things away. It keeps things for you, or hides things from you—and summons them to your recall with will of its own. You think you have a memory; but it has you!”

     

    Her symbols are pools of water, tranquil forests, patient skies, books and diaries; all that represent infinity as any natural being gets lost within their own memory if they stare long enough at it.


     

    Terrae

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    Her realm is the Terrae, containing both the Ocean of Memories and the star-filled Orion Skies. Every time a memory is made, a star from Orion’s belt crashes into the Ocean of Memories, mixing and muddling together in the vast memories of the world; the impact of the memory determining the falling star. To dive into the Ocean unguided is to be induced in madness, as every single memory from the time of Creation blends in with the millions more being produced, resulting in a surreal landscape that is neither here nor there. Good, bad, insignificant, curious, creative, intimate, bitter, excited, happy, sad, guilty memories all bubble below the surface of the ocean, warped by the impression of the being upon the formation of said memory. A cockroach the size of cart in the mind of a frightened little boy, a bouquet of diamonds and amber in the shape of roses in the mind of a shy maiden receiving her first bundle of flowers from a handsome young lad.

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    Within the maelstrom that is underneath the waves of Memories, there exist a single island, the site of a ruined cathedral, situated upon the horizon. Surrounding it is a garden of poppies and pansies, and in the center of that garden, a lone translucent tree prospers, seeming as though nothing living is allowed to grow within its radius. Coming from the lands of Stratum, Ydea rode upon the waves of crossings to pluck a seed from this maelstrom, nourishing it in a realm where it may grow, where Ydea planted it upon the many memories of mortals. Neither good, nor wicked, this Jovian Oak came to encompass both as it witnessed the memories flashing by. Upon gaining sentience, Ydea gave it a name; Oakheart, as it gazes upon the hearts and minds of all mortals to pass. Fancy itself as a saint, it anchored in the ruined memory of a cathedral, allowing only those worthy to be in its presence.

     

    Should one ever meet Oakheart, it will dispense both good and bad advice, as customary of its cousins in the physical plane. However it largely depends on its mood, to push for a certain advice, choosing to side with either good or bad. It is after all Ydea’s adored companion, and would stop at nothing from causing the skies to be full of falling stars.  


     

    Following

    Much like Lyes, Ydea is a divine being that bears a fundamental nature of all natural beings, and as such is not worshipped, for she is simply so.

     

    Present day

    Ydea has been known on occasion to intervene when a devout prayer for a vision is wished for, to delve within the annals of time to seek the truth of themselves. Appearing before the being within a reflection of a pool, a silver star would tumble from her palm onto the surface of the water, causing ripples that would slowly mesmerize the being, sucking them into the realm of Terrae, where she would guide their inner conscious. She is not kind however, having no qualms in resurfacing the bad memories that others would wish to forget.

     

    References:

     

    https://www.lordofthecraft.net/forums/topic/143054-%E2%9C%93-decorative-metal-lore-drealond/

    https://www.lordofthecraft.net/forums/topic/152931-%E2%9C%93-the-jovian-oaks/#comment-1444834

  5. 7 hours ago, The Pink Lion said:

    If all they are doing is communing with souls of dead clerics from Tahariae's realm and they can't interact with the mortal realm in any manner, why would Tahariae risk their actual soul as opposed to just opening up some kind of line of communication? e.g. the divine warden communion spell.

     

    edit: basically I see a high risk (unleashing a horror [which doesn't make sense since we aren't dealing with the void here, if anything it would be an apparition or some other spook] or damaging the soul) for something rather simple as communing with souls that are already gathered in Tahariae's realm when we have a spell meant for communing with Tahariae so it's rather plausible that you could just change that spell to make it commune with the dead clerics as opposed to this method where a soul can end up getting harmed.

     

    edit edit: The above aside, the idea itself is cool.

     

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    5 hours ago, Master Sage Delaselva said:

    Unlike other lore that meddles in removing the finality of death this piece has made the process very difficult, exceptionally risky, and with a very focused reason for performing the ritual.

     

    My only gripe is that it’s strange for the ritual to bridge through Abrietas to get to Tahariae’s Realm. I think it would make more sense if the Clerics could just directly bridge to Tahariae’s Realm rather than do both that and bridge to a realm belonging to an Aengul they have no interactions with.

     

    abcabcabcabc

     

    Because in my mind I keep thinking that the Ebrietas is the transit point to the realm of purity haha. Its like Realm of Purity is the destination, but you enter Ebretias to get there. But seeing as Flam said that isn't the case, I can simply remove that fact. Thought it would be fun to have a rather serious consequence rather than simply just collapsing from exhaustion. Dont want people to just breeze through the ritual ;) I'll clarify the summoning sequence. 

     

    Also thanks for all the support!

     

     

  6. Preface

    I am currently looking to introduce more flavour ritual based spells for the clerics, to give them a little bit more roleplay associated with them instead of simply being heal and taint cleansing bots. At first I toyed with the idea of summoning dead characters regardless of belief, but I found trying to navigate all these different realms a little unrealistic for the clerics. But maybe we could say the clerics can 'recall' a Pked character within a week, and say that it hasn't entered the soul stream yet. Anyways currently in this version of the lore, I simply made it so clerics can call upon dead clerics to guide them. 
     

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    Rebekah and Jacob, brother and sister, were mere initiates to the sacred order of the Cloud Temple monks when the visions began. Admired for their unwavering dedication to the Aenguls and Daemons they worshipped, they were given the power to work miracles and purge evil in the name of the gods. Together, they wandered throughout the realm of Aegis, working great miracles among the Descendants and slaying the unholy creatures who hid in the dark corners of the world. Heaven’s Light was revealed by the Prophets, and many Descendants swore fealty to the patron gods as well. The Clerical Order, as it had come to be known, grew quickly, and its many priests and paladins protected the Descendants from dark beings and injury.

     

    After the deaths of both Rebekah and Jacob, the Clerical Order began to fade. Its many adherents disappeared, died, or rebelled against their patron deities and had their holy connection ripped from them. When Iblees, the Corrupter, and the Undead rose to destroy Aegis, they were little more than a legend. As the last lights of those who first channeled the powers of the heavens faded, the Arch-Aengul Aeriel, Aengul of Peace and Love, and caretaker of the souls of the Descendants, chose followers of her own to lead the Descendants against the Betrayer. These heroes became known as the Ascended, and all memory of the first Clerical Order was forgotten.


     

    Among the first devouts of the ancient Clerical Order, was a priestess known as Larre the Ivory. Rebekah and Jacob, the holy siblings were given the power to work miracles and purge evil in the name of the gods. But it was Larre the Ivory who spread the faith in Heaven’s Light, as she sought to guide the despondents, the faithless and the fickles. Her devotions stirred the Lord of Purity, the Aengul Tahariae. And so he rewarded her with a ivory veil of purity, to illuminate the lightless, as she stood as a beacon of faith. She took the veil and a blindfold, blinding herself from her own brilliance, to remain humble in her duty. One of the miracles the Lord of Light bestowed upon her, was the ability to commune with the dearly-departed. Her flickering white flames would often be found in mortuaries, surrounded by weeping folks who begged her to perform the Last Rites. Her white scapular robes soon earned her sobriquet; The Ivory Saint.

     

    Although since her tragic passing, the art was lost to the annals of history, though a devoted cleric seems intent on illuminating the past.

     

    https://www.lordofthecraft.net/forums/topic/157049-%E2%9C%93-tahariae-aengul-of-purity-updated/

     

    https://www.lordofthecraft.net/forums/topic/140411-ebriet%C3%A6s-the-soul-stream/?do=findComment&comment=1325752




     

    Spell: Holy Communion

     

        Method

       

        Holy Communion is based around the concept of communing with past  clerics, seeking an audience of those that would eventually join the Aengul in His Realm of Purity. The power to even request such a thing would be immense, and its caller might not always answer. The ritual would require at least 4 clerics, one being T5 to perform the ritual. Lightwells can provide the holy energy needed, cutting down the numbers to two clerics. This spell is a utility spell, used for events and requires some pre-planning.

       

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        Before attempting communion, several conditions must first be met;

       

        Firstly an adequately skilled priest must be within the presence of either a lightwell or a group of clerics that act as the power source.  Both warclerics and healers are able to contribute.    

     

    Secondly, that the holders have an item that represents the deceased. Be it their clothes or tools. It can not be a living thing, pets, plants, and loved ones are disqualified as they can not enter the Ebrietaes. Bones, dead plants are acceptable.

     

    Thirdly they need sanctified ritual tools for the circle. A bell, a candle, a sword, and a object that has the attributes of the revenant being summoned. The candle which represents guidance and life, the bell which represents the divine voice of the Tahariae, the sword which represents the sworn duty to purge all that is impure in Tahariae’s eyes.

     

    Related image

        They must first draw the outer circle with their energy inscribed with words of prayer, to anchor their energy in the mortal realm. As they draw they must request an audience from within the Realm of Purity, the seat of the Aengul Tahariae. Three circles arranged in a triangle around a center circle to place the sanctified object to give tribute to Tahariae, which shall be the candle, the bell, and the sword.  The circle will then connect to each and every single cleric present to draw upon their power. If a lightwell is present, it shall be placed in the middle to act as the conduit. The aspect of the person to be contacted will be placed in the middle circle, to anchor the soul that would appear should it choose to do so.

     

    As they finish drawing, the clerics must then pray to Tahariae, as they release their energy upon the skin of their bodies. The air in the area will grow heavy with holy magic, with the cleric’s energy being siphoned away to form the soul’s ethereal form. Each cleric’s aura will hang in the air at first, slowly pooling towards the middle of the object should the soul answer. The clerics will feel their power being drained, and is not uncommon for them to pass out. The ritualist must be aware that their helpers do not lose their lives during this phase, by shutting the incapable cleric out of the circle.

     

    Finally, the soul is hight. They will take on the form of a mist, with a faint outline of their aura shrouding their once mortal figure, as if their figure was behind a fog of heavy mist. Only their eyes will be clear, as it blazes the aura of their connection back in life. The ritualist will be given a limited time to talk and ask the deceased cleric up to, so they must make the most out of it. The soul is able to reply back in a droning, drowned like voice, as holy energy escapes from its orifices.

     

    As the time reaches up, the ritualist will thank Tahariae and the soul, as they carefully walk counter clockwise upon the circle, to thread back on the same path they took to reach the clerical soul. Once done, they must leave the circle and severe their connection to it, watching in awe as the lines burn away in holy flames.


     

       

           

        The actual ritual

       

       

    “Lord of Light, Aengul of Purity, I pray to thee Tahariae, to guide those in the rumbling dark, hanging on to the ceaseless discharge of the world. Consecrate the flames and water that are beholden to thine Divine Will. Bless us, the progeny of the Prophets Jakob and Rebekah, so we may carry our faith without wavering.

     

    Strike the torch that illuminated this realm, the ivory rays of guidance that parted the skies and revealed Heaven’s Light. Oh Lord Tahariae, we beseech thine to grant us audience to the ecclesiastical souls that reside in thine Realm of Purity, so we may seek guidance for what is to come.”

     

        The circle becomes illuminated by each gathered clerics aura, suffusing into the prayer objects placed within the circle. The object begin to glow with the colour of the cleric, or meld to become a compound colour should there be more clerics per object. The objects will begin to float in a circle, moving in the pattern mapped upon the ground. Once each object has completed its path, it will form a triangle at each point of the circle, in which the soul may appear from. The soul will assume an ethereal golden form that has vague resemblances of it in its past life. Every time it ‘speaks’, golden flames will erupt from its orifices, losing a little of its cohesion. It will continue to lose cohesion until the end of the ritual, or if the ritual was interrupted, in which it will vanish at once.

       

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    Current clerical revenants that can be called upon:

    1. Argent Hallow

    2. Ivory Saint

    3. Auric Giant

    4. Marian Martyr


     

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    Argent Hallow

     

    A long time ago in a tiny hamlet, a young girl's village was attacked by pack of ethereal wolves. They killed the innocents indiscriminately, be it child or elder, so she prayed to the Lord of Judgement to confer upon retribution. The Lord agreed, but on the condition she does not harm the wolves, and send to a nearby castle with his church, so He may judge them so.

     

    The girl set off to their mountainous lair, and killed one wolf for every single villager killed, before rounding the rest to be shepherded to the temple. The Lord was very cross upon her confession, but gave her eternal life, prophesying she would not bring peace back to her home.

     

    The girl did not care, and went back to the hamlet expecting glory. And indeed she did, for she had ridden them of their troubles. Five years passed. Then ten. Then twenty. Then fifty. The people she protected grow old, while she never aged a day. Eventually the other villagers began to shun her.

     

    With her own home turned against her, she went into the wide world and fought mindlessly until the sun faded from her world, with the memory of the Lord's warning haunting her. Though she carved a legend in blood until she eventually drowned in it, all she ever yearned for was the warmth of her family denied to her after that fateful day.


     

    And so the song said in dark times, that the girl who wore her silver periapt proudly gifted to her by the Ivory Saint, would emerge from night mists like a revenant, wielding her Thornbark stave, to chase the shadows away. For this, she would be known as the Warrior’s Light, the Argent Hallow .


     

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    Ivory Saint

     

    Among the first devouts of the ancient Clerical Order, was a priestess known as Larre the Ivory. Rebekah and Jacob, the holy siblings were given the power to work miracles and purge evil in the name of the gods. But it was Larre the Ivory who spread the faith in Heaven’s Light, as she sought to guide the despondent, the faithless and the fickle. Her devotions stirred the Lord of Purity, the Aengul Tahariae. And so he rewarded her with a ivory veil of purity, to illuminate the lightless, as she stood as a beacon of faith. She took the veil and a blindfold, blinding herself from her own brilliance, to remain humble in her duty. One of the miracles the Lord of Light bestowed upon her, was the ability to commune with the dearly-departed. Her flickering white flames would often be found in mortuaries, surrounded by weeping folks who begged her to perform the Last Rites. 

     

    A tragic accident occurred when she tried to summon the Twin Prophets when faced with great danger, wanting them to guide her out of harm. The ritual was interrupted and went awry, her body being consumed in white light, as her body disintegrated into holy essence. All that was left were her white scapular robes which earned her sobriquet; The Ivory Saint, Waypoint of the Dead.

     

    Since her tragic passing, the art was lost to the annals of history, though a devoted cleric seems intent on illuminating the past.




     

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    The Auric Giant

     

    On top of a tall snowy mountain held a village famous for producing giants, uruks that were as tall and as brutish as their cousins the oologs. Though the village has long prayed to Neizdark, there lived an uruk in this village that did not wish to bow to the fickle storm spirit. He resisted his curse, and his culture, as he sought to change the world in which they viewed him as. Beaten and banished by his own tribe, they sawed off his tusk, mocking him that if he wished to be so different from them, he may never be considered an uruk ever again.

     

    The tuskless orc hid his name, and tilled the fields for the elderly and ill, outcasts like himself for seven long years, until it all came crashing down upon him. On that fateful day, a elfess named Laranthel in service of Iblees, sought some new flesh for her army of shambling corpses, crossed path upon the small hamlet, and decided to replenish her stock. She sent her ghouls, her deathknights, to murder the townsfolk and loot it.

     

    The tuskless orc knew he alone could not save the weak villagers, but he knew that the church cellar would lead to a nearby stream, allowing them to escape if given the chance. And so armed with the church’s candle stand and a thick ceremonial tome, he ushered the villagers to make their way, and moved a stone statue of a knight upon the hatchet, sealing it for good.

     

    The villagers could not bear to see him sacrifice himself, and so they prayed with all their hearts, to invoke the name of the Aengul of Purity, Tahariae. And so the Aengul admired the selfess uruk, and blessed his tome. The words of prayer spilled forth from his makeshift shield, engulfing the candlebra to turn it into a heavyset mace with an orb of light glowing from within. The statue’s ornate armour clasped themselves firmly on his body, pulsing with a faint aura of gold. A booming voice rang through the chapel with his divine voice.


     

    “Even though thou walketh through the darkest valley, thou shall feareth no evil, for I am at each moment theim who devote themselves to righteousness. ”


     

    For four days and four nights, the lone orc did battle with his newfound power, constantly praying to Tahariae, until he could no longer hear footsteps ringing at the cavern below. He knelt upon the stone, looked to the dark skies, and died with the words of scriptures upon his lips.

     

    The villagers returned after a week upon dawn, and found the tuskless orc knelt in peace, with his mace folded across his lap, his tome clasped firmly in front of him, surrounded by a golden light that prevented the body from being mauled further. And thusly, they called him the Auric Giant, the Saint of the Morning.

     

     

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    Marian Martyr

     

    A wright that does not think about how his tool is used can simply be called arrogant, a wright that does think about how his tool is used can be considered naive. And such was the apprentice that clanged away in Urguan’s Halls. Though he folded steel over a thousand times, though he quenched and heated the blade a million times, he could not envision his weapons being used against others. A blade is not a weapon if it can not cut, he lamented, always failing to deliver a slash against even the imaginary souls.

     

    When the undead took over his halls, he fled the city with only his hammer in tow, watching in despair as friends and family were consumed by the chaos that devoured his home. He joined the Legion, arming them with his edgeless swords, only for him to be disgraced by those around him. He prayed to the heavens for guidance, but only received silence in return.

     

    Yet the image of the burning, crumbling halls, the faces of his rotting friends and family kept surfacing as he hammered and hammered, feeling conviction guide his hand with each succinct blow. As his tears fell upon the burning blade, they sizzled and sparkled with marian fire. The Aengul of Purity quietly cleansed his blade with each prayer to his abandoned family, blessing his hammer as they strike upon the tear-laced blade.

     

    A wright that does not think about how his tool is used can simply be called arrogant,  a wright that does think about how his tool is used can be considered naive. And thusly, the apprentice took his tear soaked blade, and charged towards his old hall, so that he may rejoin his friends and family. Though his remains were never found, his blade was found planted firmly in a rotting carcase that bloomed with flowers, glowing a soft, marian blue. So they named him the Marian Martyr, Wright of the Beholden.

     

     

    Redlines

     

    1. No uses in combat (duh)
    2. Trying to summon a known pked cleric player would require the pked player's ooc approval and be informed before hand if they are required to play it
    3. You can not oocly force said pked cleric to answer the summons, they can choose to ignore it
    4. The ritual needs to be arranged before hand with LMs/ ETs/approved players
    5. Should the ritual be performed incorrectly, clerics just pass out and be drained for 1 whole day
    6. Each cleric added to the ritual grants 10 minutes of time to rp with the holy revenant. A lightwell will give an additional 20 minutes and must be performed by day.  
    7. The maximum time limit is 1 hour. You dont have to use all the time allocated. More clerics will just mean less stress on current clerics
    8. Minimum number of participants is 4
    9. You need a T5 priest healer/lightwarden to initiate the ritual
    10. You need something to call upon the ghost. A staff for Argent, a hammer for Marian, etc. Something that embodies their aspect, or their relic
    11. The revenants can not interact with the physical world, but being made of pure light they will harm any [unnatural dark] beings in a 5 block radius of the circle just with presence alone. 
    12. The ritual can be interrupted by knocking the clerics away from the circle, or stealing the sanctified objects
    13. This ritual can only be performed once every year by the clerics who participated in it. Its rather tiring. 
  7. On 7/27/2017 at 4:28 AM, HortonHeardAWho said:

    Is this thing still around? Can we still do applications for this stuff? I would like to know because I kinda wanna add a couple (I mean one, I'm just obviously bad at counting) habitats myself :3.

    0
     

    You can certainly still apply for it! I'm a little caught up irl at the moment, but I would be happy to work on a habitat if there's a strong enough interest. 

  8. I have had 0 fun interactions from Nexus so far, everything that can be rped will be rped, and maybe alchemy can be separated from it since it plays such a vital role in both combat rp and pvp. 

     

    And the fact it keeps resetting every map annoys me, since all the work done within a year will always go to waste. So why even bother trying? 

  9. On 5/25/2017 at 1:04 PM, TheCritsyBear said:

    EDIT: If this needs to be modified at all for the incoming Fae Realm lore, just tell me and I'll try my best!

    --

    The Hag

    --

    81e73cdb4a44fb8e95130df4e0f29420.jpg

    -By Adrian Smith I'm pretty sure, @artofadiansmith -

    4b9d69f1c0168d8e99424cce3b5c0da8.jpg

    -( Source, can't find the original artist. :c )-

     

    Habitat:
    Most hags are native to lonely places in deep forests near small communities, though they will often live elsewhere if they can sustain themselves there, founding strange cottages and odd covens in the most obscure of places.


    Size:

    Small to Large, anywhere from 4ft to 10ft. Ugly and chaotic things, their height and weight is highly variable across locale and incomprehensibly numerous breed.


    Diet:
    Omnivorous with a penchant for meat, most times not above the consumption of sentient life. Some prefer rotten food, some like to eat sprites despite their toxicity- They tend to have very unique tastes between them. A common theme, however, is that someone will find it detestable, probably.


    Temperament:

    Highly enigmatic creatures, largely hostile and solitary, though on occasion known to have benevolent streaks of wisdom-sharing or quest-aiding. Whether such a thing directly benefits them or they simply enjoy helping an odd mortal or two, most often they do so for their own pleasure in the end-- If it is from the 'kindness of their heart', it is so that they feel kind and charitable, not for any benefit of the subject of their generosity; Their psychology is built on such tendencies. Self-serving, greedy crones, very often shifting one day from chowing down on a hapless traveler to helping their grieving family the next. Their conscience is strange and alien to much of mortalkind.

     

    Thus it is foolish, obviously, to rely on the kindness of a hag without warrant. More often than not, they are repugnant, inside and out.

     

    While they prefer the comforts of a life alone, forming communities with their own kind is not uncommon when the arrangement is mutually (and significantly) beneficial. Most covens are seen in sets of three, with a number of hagspawn tagging along with them. That selective association isn't to say that they do not enjoy eachother's company though, as they will often form large gatherings with nearby hags to share esoteric knowledge, abhorrent tales, and disgusting treats.

     

    As creatures of the Ethereal Forest, they do often become displeased with those who wantonly disrespect the wilds, however they are most often not on our plane to devote themselves solely to its protection-- They are here for themselves, by their own power, and may not care enough to head out to protect the wilds at large.

     

    Brief summary of the creature:

    Repugnant, homely, icky old crones, renowned for their magical powers and their enigmatic natures. They hail from the darker mires of the Ethereal Forest, where the Aspects' most venomous creatures call home. Among the legions of undiscovered Fae that dwell there, they are one of the grisly few who were born from nature's ugly, greedy, chaotic and wrinkly side. With a self-serving attitude and penchant for disobediently placing themselves over their duty to the wilds, they are far from the loyal Cervitaur or bountiful Sprites; They are cast into the shadows, unused, very rarely called upon by the Aspects to serve and be woven into the fabric of man's world.

     

    But allowed to remain they are, for on very rare occasions, they are ideal and powerful agents for the wild.

     

    They carry a wide variety of appearances over their race, from squat, fat old women to tall, blue-skinned and bird-like crones. No two have the same face or set of traits, although some appear similar should they worm their way through to our realm in the same locale. Notably, another common trait is that they will consider their own hagliness to be an entirely seperate breed of hag and the prime example of their race, and can occasionally get into tussles over this fact. Proclaiming themselves appellations such as a "Dusk Hag" or "Woodland Crone" is common, like a childish reflection of a Druidic Totem.

     

    Characteristics:

    Behavior:

    Hags are highly variable creatures, chaotic and selfish by their very nature, often their apathy of mortalkind, topsy-turvy views of beauty and ugliness, and savage origins meaning the common hag will sooner enchant and kill a man than tell it a tale. Like others of their species, they enjoy tricks and music, though they have a tendency toward torturous jests and discordant tunes rather than harmless merry. They carry a remarkably high capacity for hate, and magic to woe the subjects of their ire.

     

    The uncommon, but still numerous 'good' hags have in the past gained the respect of ancient cultures, sometimes even enough for their two worlds to work together. Often seen as grandmother-ly figures or fearsome entities, common is the practice of mortals granting them tribute to beg for their blessings and spells. With superstitious tales of witchcraft and the emergence of God among widespread human culture, their kind, along with other once-common Fae, became fewer and fewer, succumbing, eventually, to the pitchfork and torch despite all their power. Those that remained were hermits or enigmatic old women at the outskirts of those villages that retained their belief in the Old Faith.

     

    Their relationship with their fellow Fae are also as variable. Sometimes, a Hag will be seen as a figure of fear and ire; Something similar, but fearsome, disrupting the wilds for their own greed. A fugitive. Those sorts tend to hang strings of spriggan hearts, drink ent sap, bottle sprites, and grind up satyr hooves. Other Hags serve their intended purpose, though most times unsolicited; Leaders, grandmother-ly ladies and guides for communities of Fae, using their gifted knowledge of being one of the few breeds of Fae to remember the Ethereal Forest as a source of wisdom to educate them on their origins and purposes.


    Reproduction:

    Hags are a unanimously female race, with their male counterpart either unseen today or nonexistent. Even then, should a mortal or indeed other Fae feel depravity deep enough to attempt to sire offspring with one, they would find nothing but failure. For this reason, Hags cannot reproduce. Conventionally, anyhow.

     

    When a Hag feels her motherly urges (or grand scheme) tingle in her cold, shriveled heart, she will instead elect (most times) to kidnap a darling young baby from the comfort of their mother's crib, late in the night. The Hag scoops up the child and places a strange root in their place, somewhat resembling a foul bunch of ginger, which shifts its shape to bear the likeness of the child, although sickly and pale. Of course soon the root begins to rot back into its original form, but by the time the illusion is dispelled and it's made clear that the child had in fact been swiped, the Hag has already carted off the child in a bucket or some other crude method of kidnapping.

     

    What the Hags do with their children is mostly a mystery to the mortal folk, but when they intend to raise a child as their own they are said to subject them to cruel manipulation and sorcery to mould their young mind against mankind and to remain loyal to their precious, wrinkly mother. Throughout their life, starting from the first full moon after they are taken, the child is touched by the magic of the Hag and taken through anywhere from four to thirteen rituals of dark magic and mystery to create a creature known as a "Hagspawn"; A pseudo-fae similar to a Dryad who is capable of casting the same esoteric magic that their mother does, however lacking any of their other otherworldly powers, such as any boon in strength or their pseudonatural attunement to the wilds.

     

    Hagspawn exhibit characteristics similar to the Hag that took them in, IE green skin, leaves of bracken, strange height, a preference for human flesh, or other strange and icky features. Younger Hagspawn show only meager changes and inclination toward magic, as it is only when they reach full adulthood that their final ritual is complete and they sacrifice their humanity to the will of their sweet, innocent mothers. Until then, they are often treated like pets or servants, with a rare few being considered legitimate progeny, though they can seldom see past their ensorcled perception of her. Should any of the rituals be disrupted before the final spell, all the Hag's work will be unwound and they will return to normal. For that reason, a hag is very protective and secretive about their snatched children.

     

    The magical ability of a Hagspawn is not nearly as potent as the Hag itself; It requires training and discipline to master, as it isn't an innate craft to them.

     

    Hagspawn can be either male or female, but females are far more common, and males are only taken should they exhibit something special to the Hag.


    Gathering food:

    While a Hag is strong both magically and physically, they possess only meager hunting ability, being lazy and and apathetic if forced into physical persuit of prey; Thus they are a cunning predator, rather than a noble one. They rely on traps, tricks, lures and guile to find their prey, magic often playing no small part in the process of their predation. Some find even lazier methods of sustenance such as keeping gardens and livestock or somehow garnering offerings of food from a local populace, while other, crueler Hags take more active approaches, such as sneaking up on unsuspecting prey and making short work of them with their strength.

     

    Magic:

    A Hag's magic is almost completely alien to the realms of man; Something spawned from the Ethereal Forest itself, which migrated across the very planes to find very small niches in our world in the form of covens. It is from this magic that stories of witchcraft first arose, and as such it is a reliable practice to look to old tales and song for what power it may hold. Flying brooms, dream-weaving, turning people into frogs and the lot. It is a truly strange and foggy magic that most mortals are not able to grasp, lacking something in their very essence that facilitates its actuation- It does originate from an entirely different plane, after all. Their spells seem to draw power and influence varying sources and subjects, with different covens having sometimes entirely different approaches to their power, and different themes. Common is the use of cauldrons or altars across all of them, but otherwise it is a mystery as to how exactly it works. Tales have been told of witches who eat dreams and weave nightmares, hags who tear out a tribesman's heart and replace it with a bear's, and crones who boil toad warts to brew the fabled love potion. They are commonly in possession of objects enchanted with this alien power, their magic being difficult to apply directly or on-the-fly, and this is one of the many reasons that adventurers hunt them and unsavory folk strike deals with them; Their glorious and otherworldly loot.

     

    In addition to their mystical spellcraft, however, the Hags also have some innate pseudonatural abilities in them, such as breathing underwater or seeing visions of the future. Those are only their tertiary abilities, though; Across all hags, they bear one common ability: The ability to change their form. While it takes complex spellcraft and premeditation in order to utilize this ability at will, there is one condition in which a Hag will involuntarily shift form: Upon the moment before death.

     

    Should a Hag be slain under any circumstances, their dark magic will, rather than banish them to the Ethereal Forest, shift their shape into the form of a small creature to attempt to flee, in a straight, frenzied beeline toward the nearest escape route. This will often free them from ropes or other binding and heal their wounds, however it will not supernaturally assuage whatever brought them so close to death in the first place.

     

    ( This is, of course, with exception to Hags who were manifested naturally and not through invasive means, who will regrow similar to a Cervitaur rather than be banished back to their natural plane. )

     

    Origin:

    As said above; The Hag is a twisted and ugly Fae born of the reflection of Nature's greed and malice, a trait often displayed in opportunistic predators or mischievous apes and birds. More often than not, they do not suit the purpose of defending the wilds, and are not welcomed into them. The Hags were woven into life as powerful, mystical agents of the Aspects, set to lead and advise other Fae, and to protect sacred sites. However, with power, knowledge and free-willed essence came the ugly shadow of the sacred Forest's mire. They took on the traits of Nature's ugliest souls. With all the other boggarts they now rest; Bad Fae, the sort that wants to wreak havoc and do all kinds of nasty things to the people of the mortal plane. They are not prisoners, as the Aspects are either apathetic or love their creations big and small. They are, however, useless for their dogma of preserving the wilds, and thus remain in the muck, unused.

     

    An abysmal number hags are loyal or dutiful enough to be manifested within the mortal wood, so the rest-- almost all of them-- remain in the mire indefinitely, purposeless and bitter. For these reasons, very few of them exist upon the mortal plane-- And fewer still are there by the Aspects' command. They find their way there because the Hags, in their wisdom, have a knack for finding ways to escape their planar bounds and descend onto the mortal world. This is often done by the power of their alien magic and esoteric blood rites rather than the consent of the Aspects. Holes from which they escape are often made in places where the other Fae do not look-- In the bottoms of wells, in wardrobes, in the bark of a sickly tree... For, if one connected to the wilds were to lay eyes upon the scar their passage left, they would be able to track their presence down across any distance and know that they were not meant to be here, regardless of if they know what they are or what their implications mean. An alien, chaotic aura surrounds them.

     

    Though they are immortal, being slain true would cause their essence to return to the Ethereal Forest, to start the dance again. This is something that they despise greatly, rationally or not, and so they naturally fear the scar of their travels being found.

     

    Weaknesses:

    - Mortal weaponry pierces their flesh with ease, though they are strong and formidable opponents. Gold offers no innate advantage against them, however the presence of meteoric iron in a weapon can cause a Hag's magic to fizzle, their strength to wane, and their final escape attempts to fail-- Meaning, it not only weakens them significantly, but banishes them far easier.

     

    - In addition to their weakness to meteoric iron, a Hag suffers from the natural aversion to voidal magic that other fae do, and it proves exceptionally effective against them, provided the Hag hasn't ensorcled some way to protect themselves from it-- Even then, that would only work against certain approaches.

     

    - Should a Druid or other Fae (or possibly a Shaman?) lay eyes upon the gateway that a Hag entered through, they will, from that moment on, have her trail to the ends of the earth, and find that her illusions will no longer cloud their perception of her.

     

    - Sub-weakness: Hagspawn are likely weak to Ascended Magic, as well, being creatures with altered soulstuff. They are more than likely not subject to the Aspect-Aeriel pact, and thus free game for their fire.

     

    LM Approval Required:

    Yes?

    If playable, what are redlines?

    Intended for ET use, Hagspawn and all!

     

     

    6
     


    Sorry for taking a while to reply, was super caught up with exams ;-;. That being said, after talking to delmodan, this is what she had to say on the matter.

     

    Quote

    Well it's a very cool concept however there are a lot of inconsistencies with that lore. Firstly naming how one is made, it's not a Fae if the way to reproduce is stealing a child and turning it into one of them. Secondly with the Aspects and this creature, if it doesn't have an actual purpose regarding protecting nature or displaying something along the lines of nature's defence, then the Aspects wouldn't want it in their realm. Greed and selfishness is borderlining that given those animals that 'display' such things are doing it for a reason. Such as a raven stealing shining things to hoard in their nest in an attempt to attach a mate. As well, it seems to contradict a lot and fall more involvement with mortal interaction than nature itself. Accepted yet not accepted within the forest? Eeehhh. No. It's either or. Then the magic itself of it. Able to use tricks and what not yet doesn't state what specifically other than illusion and a shapeshift ability and also apparently has strength? Then stating as well its a soul altered creature so ascended magic would work? It would be a no for me. Neat creature but not a fae nor makes sense to be one.

     

    Perhaps a little work could be done to it, but I'm more of a fan of natural things, rather than humanoid sub-species personally. 


    Denied.

     

    On 5/31/2017 at 9:10 AM, Vilebranch said:

     

    Ugluk Bulls

    METIN 2 asian fantasy mmo rpg action fighting magic samurai warrior online 1metin ninja anime bull cow creature

    An Ugluk Bull decorated in ceremonial armor.

    { Credit to ‘BelleDeese’ at www.wallpaperup.com }

     

     

    Habitat:

    The massive domesticated bulls of the Ugluk clan were once rarely found in deserts of sparse vegetation and rarer still in grassy savannahs. Currently, Ugluk bulls are only sighted in the possession of Ugluk warriors. Wild Ugluk bulls have long since been hunted to extinction.

     

    Size:

    These bulls have been selectively bred over the generations, ultimately, for their size and strength. On average, an Ugluk bull can grow to 9-10 feet tall and 17-18 feet in length. Ugluk bulls are usually built like a tank, capable of carrying several full-sized orcs across the desert with little to no trouble.

     

    Diet:

    Curiously, Ugluk bulls are omnivores with sharp incisors as well as molars for grinding up plant matter. While wild Ugluk bulls would primarily be found grazing upon scarce vegetation and only rarely hunting for game, the orcish clan historically forces their bulls to consume descendant flesh in order to heighten the bloodlust and rage of their bulls. This practice has gone relatively stale in recent times in favor of the flesh of wild game.

     

    Temperament:

    Wild bulls, while territorial, did not have the propensity to charge after things unprovoked and would rather run from a fight they could not win. This trait was ultimately its downfall as Orcish hunters took its timid nature as a sign of weakness.

     

    Domesticated Ugluk bulls, however, are some of the most aggressive of the orcish mounts. Often times, an Ugluk bull without its rider will become uncontrollably enraged by the slightest provocation. This enraged nature is caused by both its upbringing and its diet, and often times results in major damages to property and self.

     

    Brief summary of the creature:

    The bulls of the Ugluk Clan are humongous bulls primarily built for mass-transportation, transporting large amounts of goods over long distances, and over-all ferocity. Their thick bones and large muscles allow them to hold large amounts of heavy goods over extended periods of time and travel across the desert with ease due to their high stamina and flexible diet. These bulls have a bloodlust only comparable to some of the most savage orcs and their Uruk counterparts show this off as a badge of honour.

     

    Characteristic:

    Domesticated Ugluk Bulls have a tendency to unprovokedly erupt into uncontrollable bouts of rage and it is this behaviour in which an Ugluk show their strength and stamina. An untamed Bull will be mounted by an initiate of the clan and slowly wear the bull out until it is unable to resist, where the uruk then proclaims their ascent into the clan. More often than not, Ugluk bulls will bond with those who choose to mount them during these trials.

     

    Origin:

    Ugluk bulls originated from the deserts and savannahs of Aegis. Early orcs bred the bulls to be as ferocious as possibly as the tamed them and integrated them into orcish society for their strength and size.

     

    Weaknesses:

    While these bulls have immense strength and stamina, Ugluk bulls lack the speed necessary to be a viable warmount and can easily be outran by mounts such as Lur wolves or Gorkil boars. Due to this, domesticated bulls are usually not keen on running away.

     

    LM Approval Required:

    No, Bred by the Ugluk Clan or what’s left of it.

     

    If playable, what are redlines?

    Acts as an RP mount for members of the Ugluk clan. The mount would mechanically be the same as a horse, and RPly being much slower than most other Orc mounts.

    0
     


    Think the bull sizes are over exaggerated. For comparison, big/old bull sizes are about 6 feet tall, and 11 feet across. Force feeding bulls meat also causes them to throw up or if they cannot vomit, die because they cant evolve that fast naturally. While we might play on a fantasy server, I'd like to see it still within the realms of possibility. Regular bulls do exist in lore, but I can not accept these forcibly mutated bulls that dont really make sense.

    Denied.

     

     

    29 minutes ago, squishybear7 said:

     

    (BearOwl )        

           

    (Picture reference including credit to artist)Reverse Owlbear by TheKidIsGreen        

           

                (pisture by TheKidIsGreen on deviantart. http://thekidisgreen.deviantart.com/art/Reverse-Owlbear-281093890)

                Owlbear        

           

                (http://jamesmakesgames.com/2014/08/17/fing-majestic/10592890_10101497702090408_7518521319174603725_n/)        

                                

    Habitat:        

     

    The BearOwl is most commonly found in forests, but can appear living in the mountains and tundra. The BearOwl will make a nest high up in a tree to call its home.The BearOwl may also chose to live in a tree hole. There nests are made from twigs, grass, and other plant material.

                        

    Size:        

     

    The BearOwl is a small and fragile creature. A baby BearOwl is about the size of a pigeon. An adult BearOwl averages at about a foot and a half in height. The average weight of an BearOwl is 10 pounds.

           

    Diet:        

     

    The BearOwl is a carnivorous creature. It likes to feast on smaller creatures and fish that it pucks from rivers and streams. If desperate for food the BearOwl will attempt to take on larger prey such as wolves, men or even OwlBears.

           

    Temperament:        

     

    The BearOwl is typically a docile and harmless creature unless its hunting or being provoked. However the BearOwl is extremely territorial and will attack any creature on site that comes near its nest.

           

    Brief summary of the creature        

     

    The BearOwl is a small creature with the feathered body of an Owl and the head of a Bear. Despite its awkward appearance, its combination of Owl and Bear make it a ruthless killing machine when angered. The owl like body of the BearOwl allows it the swift mobility of flight. Its wingspan reaching that of 5 feet. Its bear like head allows has powerful jaws and thick skull allow it a strong biting power to quickly kill any prey stuck between its jaws. The BearOwl would grab its prey with its sharp claws before bringings its jaws down on the prey's head.

       

           

    Characteristic: (Behaviour, Reproduction, Gathering food)        

     

    When it is not hunting or defending its nest/ territory from intruders the BearOwl is a relatively docile creature, that is provided that you aren't stupid enough to purposely approach one. The BearOwl is a nocturnal creature. It sleeps during the day and likes to sore though the skies at night. The BearOwl has a superior sense of hearing, If asleep and someone approached and perhaps stepped on a branch, the BearOwl would wake and attack the person or thing approaching. The BearOwl also has great nightvision, used for spotting prey during the moonless nights.

    The mating procedures of the BearOwl are that of a strange one. For a female BearOwl to determine her mate during the mating seasons, Males would compete by bringing her larger and larger prey, (a great danger to animals living near BearOwl nests)  The BearOwl that survives and brings the largest catch to the female becomes its mate. After finding a mate, the BearOwl will lay eggs similar to that of a standard owl. The newborns gestate for around 24 days before hatching. A Female BearOwl will lay up to 12 eggs per mating season.

    The average lifespan of a BearOwl is 25 years old. The BearOwl is mature enough to mate at the age of 3. Upon being hatched the BearOwl is blind for the first 3 weeks of its life, by its 6th week of life the BearOwl would have learned how to move about the nest. By its 12 week the baby will have learned how to fly. After 6 months of living in the nest, the baby BearOwl will have left the nest to make its own. BearOwls hatch from their eggs by using their tiny claws to pick at the egg shell over the course of 3 days

                           

    Origin:        

           

    Most people believe that one day the very same  Archmage who mistakenly created the OwlBear got very drunk and decided to experiment with the forces and nature of life. Its result was the cross bread of an Bear and an Owl, giving us the BearOwl. It is thought that this powerful Archmage created the BearOwl before mistakenly creating the OwlBears that ended her life.

           

    Weaknesses:

     

    Due to the small frame and frail structure of an Owl, the BearOwls body can easily take substantial damage to the bones and organs if struck hard enough. Although being a wise creature, the BearOwl will defend its territory and children at all costs even if it means loosing its life.

           

     

    LM Approval Required:        

    No

           

                        

    If playable, what are redlines?

     

    Tragically the Bearowl should remain unplayable as the strength of these winged beast of doom is too powerful for the everyday RP’er    

    0
     

    I would rather not accept what is quite literally the opposite of a Owlbear. Denied. 

  10. MC Name: shimmeringbliss

     

    Character's Name: Siri Ihelia 

     

    Character's Age: 252 

     

    Character's Race: Mali'aheral

     

    Link to your accepted MA: 

     

     

    What magic(s) will you be teaching?: Clerical magic - Warding, Blessing

     

    Summarise the Lore of this magic(s): 

     

    Clerical magic is broken down into 5 basic groups, all which follow the basic principle that the longer a cleric has been connected and been practising, they are able to maintain their connection to Tahariae while performing the following 4 actions. A cleric can only operate within the confines of the 5 Utterings & 5 Tennents. To disobey consistently would have Tah directly disconnect said cleric. 

     

    1) Blessing

     

    By invoking the name of Tahariae, an adherent is able to imbue the Aengul's power during the forging or crafting of an item to give it a blessed property. The process of hymns and chants, alongside with expressing the purpose of the object, will cause Tah to bless said item. It requires no special preparation, although to sanctify temples it would require candles, and to bless water it would require a sanctified temple.  The colour of the blessed item would correspond to the aura of the cleric. 

     

    2) Healing 

     

    The most commonplace magic attributed to clerics, is the healing of flesh and bones of any descendant, even reattaching freshly severed limbs. Clerical healing isn't exactly supposed to be treated as a glowy hands seals everything together. It requires a basic understanding of anatomy and muscles, as well basic operating procedures such as calming the patient down. Its a regeneration power that has to be done in the right order, as its possible to 'heal' someone into an even worst state than before. The complexity of their healing technically comes from their length of time they are able to maintain their clerical forms, or the glowy palms. Mediocre clerics are still able to perform complex procedures by omitting certain parts of the procedure such as administrating the calming effect, and simply treating what is life threatening instead of a 'full heal'.  

     

    3) Cleansing

     

    Less common but curing sickness and curses is also a cleric stereotype. Instead of understanding bones and muscles, this requires the understanding of cells and how the disease works from a biological point of view. If it is a curse from a dark source, filling the patient with Tah's light would be a simple cure. The stronger the curse, the longer the patient is required to bath in the light, sometimes requiring several clerics to perform the ritual. Complex illnesses would require surgical like precision in removing tumors, or controlling the internal rebellion faced by Leukemia. This ritual can be applied to things such as tainted landscapes or objects, and would be based on the first method of removal in which clerics flush the taint out with their powers. Tainted landscapes usually require a number of clerics to perform with.

     

    4) Warding 

     

    Warding is an defensive mechanism used by clerics in which the land is imbued with divine light from Tah, causing the surrounding flora and fauna to also be encouraged to grow. It burns the unholy bodies of gravens, ghouls, undead and the such, but does not affect 'dark mortals' such as necromancers and paleknights. A ward's colour is also representative of the cleric's aura, although the arcanum gold in which the magic is used to store is the most obvious thing to everyone (gold blocks on the floor). The strength of the ward depends on the area it covers, and so common practice is to heavily reinforce the gates of a settlement, and leave the rest undefended by leaving it to the task of physical walls to hold back dark beings. Dark beings will feel intense pain upon crossing a ward, although if enough of them charge through it the pain will be distributed and can overwhelm the ward's batteries. A ward has a limited life and requires to be constantly recharged to maintain effectiveness. The less effective the ward, the easier it is to break and the lesser the pain is felt from the dark beings. 

     

    5) War clericsm

     

    The ability to channel one's healing magic in offense, it has spells that similar to paladin spells burn the unholy. They are capable of blinding enemies, commanding orbs of light, and inflaming the dark one's body. They are even capable of summoning shields and swords made of light, much like what the paladins used to do with mists, but it is incredibly taxing upon the cleric and is used as a final blow. Following the same rules as warding, their spells can only harm dark beings, not dark mortals. Although the blinding light affects both dark and non dark beings. 

     

    Write up a lesson that your character would give to a student:

     

    The two approach a forest perched upon the cliff, the backdrop of the sea crashing into the rocks echoing all around them. She turns towards her student, a confused yet somewhat determined mali teen that has naively asked to tread the path of light. Such innocence, but the Lord of Light will require more than that should he accept her fledgling cleric. She settles herself on a large rock, overlooking the sea, allowing the student to compose herself before questioning the reason for their coming. 

     

    "Tell me what you see, xxx." 

     

    "I see an ocean, Siri." 

     

    "Correct. Now can you tell me what is within the ocean?" 

     

    "Fish. Water. Rocks.....Squids?" 

     

    "And how did you come to that conclusion, my dear?" 

     

    "B-because that's what an ocean has." 

     

    "Did you jump into the ocean to see it for yourself? "

     

    "No, Siri. I dont understand" The student answers with drooped ears, feeling surely bullied by this strange mali'aheral lady.

     

    "You rely upon an assumption from the fishermen and the people who know the sea, who work with the sea. They are familiar with her nature, and is able to discern her personality to an extent to predict storms or changes in sea currents when the seasons fade. You assume simply what you can see, and what you already know. Now my dear, is the ocean good, or bad?" 

     

    "I-it probably is good, since it provides us with salt and food."

     

    "But is it not bad, when it kills fishermen in storms, when it allows sharks to prey upon the defenseless fish, when it causes drowning of children who stray too far from shore?" 

     

    "I don't get what you're trying to get at, Siri." 

     

    "The ocean is not inherently good or bad,  and it is similar to the people upon this realm. Such is the challenge faced when meeting folks. The grey souls are of two sides, of both light and dark. We can feel anger, wrath, and despair just as easily as we feel love, serenity, and peace. The Lord of Light has tasked us to guide the grey souls so that they do not fall prey to the whispers of the dark, to maintain the mortality of the descendants, to guide them to a righteous life." She sighs, glancing at the vast horizon stretching over the sea line. "And there are those unwilling, those cursed into servitude. The gravens, the undead, the liches. Those we do not guide, those we have to free from the shackles of their masters, and deliver them to the Soul Stream, as was proclaimed by the Lord Tahariea through his prophet, Ashanak."

     

    "I...... think I understand?" 

     

    "No, you do not. But you will, in time." She smiles wanly at the eager teen, so obsessed with acquiring the light of Tahariea, to prove themselves to their peers. She too was like that once, nothing time will not help temper. Still, it was her mission to guide those willing to learn. 

     

    "Come dear, we shall get you ready for your training." 

     

    ---

     

    "The chants and hymns of the Order actually do not matter when you call forth your connection to the Lord of Light. However the words that leave your mouth are often echoed in your mind and your ears as you recite them, strengthening your conviction and concentration to his Blessing. It is why we chant, it is why we sing, it is much easier to memorize a sequence of interlocking words instead of trying to improvise a prayer. Your concentration will be focused more on the construction of the prayer rather than the intent behind the prayer, which is to connect one's self to the Aengul of Purity."

     

    "Yes, ma'am." 

     

    "A simple answer for all of my lectures." She snorts lightly at that, rapping on her knees with her iron staff. "Come, show me your aura."

     

    The newly connected cleric hops a step back, looking at her mentor balefully. Such arrogance! Petulantly, she settles herself cross legged upon the grass, shutting her eyes in deep concentration. She feels something swirling within her, tensing up her shoulders in response as she calls for her Blessing as she has been taught according to the Codex Ritus. She holds her palms open upon her knees, facing outwards to the skies.

     

    O Pure One, to You I promise my life.

    To You I promise my soul.

    To You I promise my loyalty.

    And to You I promise my heart.

    O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

    Grant me Thy Light of grace and restoration.

    Ignore not the pain and suffering of the Descendants caused by the impurity of this realm.

    May this day be a testament to Thy Glory.

     

    A soft white flame erupts from the adherents palm, illuminating the master and apprentice within the dark shade of the forest. She opens her eyes, feeling the power suffused into her very being, igniting her usual brown pupils into an incandescent white. 

     

    "Good." Her voice can be heard distantly, as she tried not to concentrate too much on any foreign influence. "Let your Blessing go when you feel you can not sustain it any longer." 

     

    She grits her teeth at those words, willing herself to prove her teacher wrong, and hopefully laugh in victory at that. However as Siri expected, the adherent soon started panting from the prolonged connection, sweat beads forming under her exposed skin, letting loose a shocked gasp as she finally terminates the tenuous connection, falling upon her back. 

     

    "White flame. Interesting. I remember my teacher Ramza once told me it was the colour of a warrior, although I must admit it's been a while since I last saw one." She muses, kneeling down to help prop her apprentice up. "The more you meditate and practice maintaining your connection, the more you are able to slip into the Blessed State without requiring the concentration. It will become almost second nature to you." She pats her apprentice on the back, sitting comfortably with her on the grass. 

     

    "The Lord of Light demands service, but he demands perfection. There is no need to rush, take your time to empty your mind. Do not panic, do not feel, allow Him to course through you, as you surrender your body to Him. He will take care of you, but you must remember to pay him homage and remember your purpose." 

     

    "Now. Try again." 

     

    ---

     

    "The single most effective deterrent to our society from being overrun by dark beings is this." She taps her iron staff unceremoniously upon a line of mage gold running through the Linandria gatehouse, with her apprentice cocking her head quizzically at the heavy set blocks of gold embedded into the pavement. 

     

    "I am going to recharge it now, although I must admit that Elvira is usually in charge of this." 

     

    She straightens her robes, pressing her staff to her apprentice to plant upon the mage gold, as she quietly prepares herself by setting several sanctified candles upon the corner of the ward, before taking her staff back from her apprentice. 

     

    O Tahariae, Lord of Purity, I, Thy humble mortal servant, call upon You.

    Grant me Thy sacred light of purity and justice.

    Obliterate the taint that has manifested on our realm with Thy holiness.

    Safeguard the tenants that populate our realm with Thy holiness.

    Invoke the power of light, drive away the creeping darkness with Thy holiness.

    May this day be a testament to Thy Glory.

     

    Her pupils flare up with a deep azure blue, much darker and luminescent than that of her usual pupils. Her palms too glow with the Blessing of Tahariea, channeling the power welling within her soul into the sanctified staff of hers, the blue aura creating a border around her staff as she held onto it firmly, her powers slowly rolling over its surface before spilling out upon mage gold below, refilling its depleted stores of power. Her blessed state continues to persist as she repeats the hymns over and over again in a repetitive, melodious loop, until she too starts to tremble and buckle from the long state. 

     

    Her concerned apprentice holds her hands out to support her as she finally stumbles, settling her to a crouch upon the ward as Siri breathes heavily, blinking rapidly as the light dissipates from her pupils, returning them to normalcy. Several large gulps of air and some water later, she rises up with the help of her apprentice, weakly waving a hand over the new, blue aura emitting from the ward. "I will come here again tomorrow, to do exactly what I have done, in order to reinforce it. Right now, it could barely stop a graven, but this is our task, to protect the descendants." 

     

    "And so to you, in the coming months." 

     

     

     

    Do you have a magic(s) you are dropping due to this app? If so, link it: None

     

    Do you agree to keep the MT updated on the status of your magic app by using the Magic List Errors topic?: Yes

     

    Have you applied to teach this magic on this character before, and had it denied? If so, link the app: Nope

  11. On 5/6/2017 at 3:21 PM, z3m0s said:

    ~The Stone Troll~

     

    rEByc0jgbFpWE3ufmmokIhuIZAfMUX1k6uhVdU88BcQ8ivHdIh4MEveKRaycA-xSdHq6N9THojfKin9qM9F8pUe0IACZOIfYmTz_Dw2_AFyrb70s-VTA9bdjRW7OLUZH7NZ5_ENv

     

     

    Habitat: The home to most stone trolls is a central cavern in which they live together in filthy wonder.

     

    Size: Over many years of exposure to light and dependant on fruit intake along with their original size, a stone troll could reach double the weight of a normal troll, while still functioning normally, this could mean up to 1600 pounds as they neared the end of their life. This is due to continuous light layers of stone added to their body inevitably when they continue to enter and re-enter the  sunlight. This would mostly pile onto the shoulders of a stone troll, as that is the most commonly exposed area, eventually weighing them down so much that it would push them into the ground and kill them, though this slow process would take many years.

     

    Diet: Like most Orc like races they’re able to eat just about everything without any trouble from their stomach, though a staple of their diet is a massive amount of fruit, so that they’re able to roam within the light, this also leads to a taste for finer foods, which is very much preferred.

     

    Temperament: Mostly legitimate in their goals, they are not interested in stealing great wealth or being the best at anything. Rather they would care to see you stumped by a riddle or tricked with a phrase so they could chuckle knowing they had won and move on with their day. Overall a stone troll searching for knowledge would hope to learn as much as they could to pass onto their children, so that the race may continue to grow in intelligence into the future.

     

    Brief summary of the creature

    Mostly grubby, lumbering stone creatures, they’re skin now of stone they have adapted a superior state of mind among most descendants, especially orcs/goblins/ologs/normal trolls. Throwing their great weight about, they simply wish to validate their intellect by outsmarting you or learning something new for themselves before stomping home to their cave to enjoy some food and speak with their family. They live a mostly simple life, although their intellect is heightened, many stone trolls would continue to wish for nothing more than a normal life. While individual cases might branch out and take positions in seats for learning, wishing to soak up as much knowledge as they can to pass on to their children.

    Characteristic:

    Behaviour: Quick to jump to conclusions, their intellect while far superior to normal trolls, does them much ill will as they’re constantly arriving at premature assumptions and believing they are outsmarting the other party. Their temper very much comes into play when involving territorial subjects such as belongings, land, and even things like friendships and titles. It is noted that in their years of evolution, they began to clip their teeth so they were better enabled to eat the fruit they so desperately require, this has evolved to enable them to speak quite good common while keeping sizeable teeth, though they would be fluent in blah of course.

    Reproduction: The process of making a Stone Troll requires a normal troll to begin with, so reproducing them is first required, then they must be introduced to the fruit before they can walk within the light, this in time moulds them to be a stone troll. This process is spoken of in their origin below.

    Gathering food: Overall a large portion of the food they need is fruit, as first told by the descendant, they believe it is pomegranate, though any of the various dropped fruits will sustain them in large quantity, but the pomegranate is far more effective, they grow these fruits themselves.  They’re happy to eat whatever they can find otherwise, whether it be a stray animal from a herd or some scraps from a carcass. Once they get a taste of finer things though, is when they begin to get fussy, no longer wanting scraps unless needed for survival, which is why it is common to have quite a good chef among their group, even to descendant standards, who will cook for them.

     

    Origin:

    It is unknown exactly how the Stone Troll came about. Though at some point it is believed an interaction between a descendant and a troll had occurred, the most likely case was a lumberjack minding his business had run across a wandering troll in the deep shade of a forest, bargaining with the troll for life he offered him what he believe to be a pomegranate. Much to the amazement of the descendant it seemed the troll had not tasted such a fruit before, though it quickly began to search for more, having observed the descendant bring the tree down, which freed the fruit, the troll moved quickly to shaking trees, which inevitably free’d more and more fruit in due time. From there the troll would of brought his findings back from the forest to his cavern in which he lived with his family and friends. Much to their amazement they would be shocked to taste such amazing fruit and agree to set out into the forest to collect more in days to come.

     

    After a few days had passed and they had consumed all the fruit the troll had collected, they set out into the forest to find more, shaking down tree after tree, collecting all that dropped, one of the trolls of the group eventually shook a weak tree, pulling it from the ground and unveiling the bright light that the tree’s shielded them from, in a loud shriek the troll began to petrify as usual, though after a few moments it was unclear to the troll what had happened, he remained still, yet stood within direct light. . . As the other trolls rushed to his aid, they were taken aback by both his appearance and his stance within the light, shroud in a stone form yet still moving, he stood with fruit in hand, as a stone troll. Instinct alone the trolls knew what had happened, in the short time they had began to consume the wholesome fruit, they had become resistant to light, something within the fruit once consumed seeped through their pores causing the petrification process to  halt once it penetrated a reasonably thin layer of skin. . .

     

    Weaknesses:

    -Their vision although quite good in darker settings, is still quite poor during daylight, their vision becomes quite short sighted.

    -Their enormous weight makes them very slow, making longer trips very much a weakness.

    -Constant irritation and pain due to their cracking stone skin, pinching at skin beneath and rubbing together, making sleep a nightmare let alone just getting comfortable sitting down.

    -The sheer weight that comes with being a stone troll, on top of the normal body mass of a troll is insane, this becomes a problem when nothing descendant made can hold you and you’re only able to sit on the ground.

     

    LM Approval Required:

    Yes - With trolls being an ET playable only/event only creature, these will be kept the same, and will most likely mould to the trolls, should they become playable again.

     

    If playable, what are redlines?

    -The sheer weight must be roleplayed out, you cannot have a stone troll sitting on an old wooden dock, relaxing. Same goes for chairs, they’re almost not able to ever sit in a chair, unless made especially and braced for their immense weight. This should be kept in mind during all roleplay and played out appropriately.

    -These beings are smart for trolls, yes, but they’re not massive goblins, they will in most cases not be capable of understanding most complex processes, nor would they be able to perform magic. Perhaps artificiery’s could be possible but unless this was being played by players or multiple ET it isn’t really needed to make that decision.

    -Again with the intelligence, they are able to speak common but would in most cases not be blurting out complex words unless having been taught appropriately, you have to think that they’re taught efficiency, so they aren’t to know complex unnecessary words that wouldn’t be used in everyday life.

    -Their immense weight and painful skin almost always leads to a shorter life, a normal trolls life being around 800 years, now at 600-700 for stone trolls at most.

    -They’re taught necessary information from birth, so some things such as sarcasm may go over their head should they not be taught what sarcasm is and how it works for example.

     

    This has been updated to conform to LT Request.

     

    0
     

    Accepted

  12. 10 hours ago, z3m0s said:

    Well its not specified what the process is, It's as simple as a sort of alchemy potion that stops the petrification process, which I mean... Putting a few ingredients together isn't much of a complex process, it might of been for the wizard, but in the trolls hands its success rate is a lot lower and its lesser quality makes the skin crack and fester, resulting in all the weaknesses listed. I just didn't want to outline the process in which they turn because it takes away from it a bit I think.

    0
     

    abc

    Fair enough, although I was hoping for a more interesting sort of environmental adaptation than necessarily a result of some random wizard experimentation. 

     

    To get this straight, are you telling me that every one of these stone trolls will have an alchemy lab to continue reproducing?

  13. On 5/6/2017 at 3:21 PM, z3m0s said:

    ~The Stone Troll~

     

    rEByc0jgbFpWE3ufmmokIhuIZAfMUX1k6uhVdU88BcQ8ivHdIh4MEveKRaycA-xSdHq6N9THojfKin9qM9F8pUe0IACZOIfYmTz_Dw2_AFyrb70s-VTA9bdjRW7OLUZH7NZ5_ENv

    https://au.pinterest.com/pin/482729653793147864/

     

    Habitat: The home to most stone trolls is a central cavern in which they live together in filthy wonder.

     

    Size: Depending on their original exposure to light, they can at very most almost double the size of the original weight of a large troll which is 800 kilograms at max. This is due to the large mass of stone added to their body which weighs them down enormously. Their large weight, especially on their shoulders has evolved them to hunch quite severely, though still keeping to great heights.

     

    Diet: Like most Orc like races they’re able to eat just about everything without any trouble from their stomach, though once they have a taste for finer foods, it is very much preferred.

     

    Temperament: Mostly legitimate in their goals, they are not interested in stealing great wealth or being the best at anything. Rather they would care to see you stumped by a riddle of tricked with a phrase so they could chuckle knowing they had won and move on with their day. Overall a stone troll searching for knowledge would hope to learn as much as they could to pass onto their children, so that the race may continue to grow in intelligence into the future.

     

    Brief summary of the creature

    Mostly grubby, lumbering stone creatures, they’re skin now of stone they have adapted a superior state of mind among most descendants, especially orcs/goblins/ologs/normal trolls. Throwing their great weight about, they simply wish to validate their intellect by outsmarting you or learning something new for themselves before stomping home to their cave to enjoy some food and speak with their family. They live a mostly simple life, although their intellect is heightened, many stone trolls would continue to wish for nothing more than a normal life. While individual cases might branch out and take positions in seats for learning, wishing to soak up as much knowledge as they can to pass on to their children.

    Characteristic:

    Behaviour: Quick to jump to conclusions, their intellect while far superior to normal trolls, does them much ill will as they’re constantly assuming things and believing they are outsmarting the other party. Their temper very much comes into play when involving territorial subjects such as belongings, land, and even things like friendships and titles. It is noted that in their years of evolution, they began to clip their teeth for efficiency reasons, this has evolved to enable them to speak quite good common while keeping sizeable teeth, though they would be fluent in blah of course.

    Reproduction: The process of making a Stone Troll requires a normal troll to begin with, so reproducing them is first requires, than the process to make them of stone is done next. This process if spoken of in their origin below.

    Gathering food: As stated in their diet, they’re happy to eat whatever they can find, whether it be a stray animal from a herd or some scraps from a carcass. Once they get a taste of finer things though, is when they begin to get fussy, no longer wanting scraps unless needed for survival, which is why it is common to have quite a good chef among their group, even to descendant standards, who will cook for them.

    Origin:

    It is unknown on how exactly the stone troll came about, originally nothing more than a normal troll, whether by chance or by some form of magical alteration, it is believed that a normal troll had partially been exposed to light for but a few moments, enough time to turn their skin to stone, though further sunlight ceased to continue the usual process of petrification. The troll was kept in a semi-complete petrified state, able to function almost as normal in it’s entirety. This new found state for a troll was quite fascinating, able to step within the light with little to no effect meant they could function far beyond their normal capabilities in terms of their everyday life.

     

    It is believed that this troll, while branching out in his everyday life was able to explore and discover many things, the greatest of his doings was to stumble upon a wizard of great knowledge. Fascinated by the troll in all its uniqueness, the wizard brought him in, housing him, studying him, teaching him, protecting him. Many decades went by, the two becoming very close, discovering and studying all manner of things as a duo, far surpassing the intentions of the wizards first thoughts. This is what is written, though some have speculated that the troll was tricked, plotted all along by the wizard, and that it was his initial intentions to advance the troll and groom him to perform greater things than had ever been seen before by his kind.

     

    As the wizard grew old and eventually passed away, it was unsure what had become of the troll for many years, retreating deep within the ground, the troll having no further distractions had began to work, whether personally driven or perhaps driven by the wizards life work. Slaving away, many prototypes were made to try and replicate what had become of himself, ending in many prototypes left petrified or put out of their misery.

    Miraculously after many years of tireless work and hundreds of failed prototypes, it had been done. The troll had managed to replicate his own miracle, whether truly a miracle or the master work of the wizard who had taught him, the troll had done it. Now, with one further masterpiece to follow in his footsteps, he took a break from his studies, using this time to invest in the future, all his masters work, and everything he had discovered was taught to the second, it’s intellectual childhood allowed the young one to surpass the first in his intellect easily, absorbing most of the first’s entire life knowledge within a few years of his early life. The great weight and tireless work of the first creation had began to wear on him, feeling he neared his end, he decided it was time to teach the second of the process of how to further reproduce more of their kind.

     

    It was a short time later that the first came to meet with eternal rest, his hard work brought to life before him in the short time in which the second was able to learn the process of replicating the alteration, he was able to successfully replicate three more troll’s. As the first’s eyelids became heavy, and he heard the call to the light, he rested easy. Trusting in the second, he knew his work would continue for many years to come, and that it did.

     

    Weaknesses:

    -Their vision although quite good in darker settings, is still quite poor during daylight, their vision becomes quite short sighted.

    -Their enormous weight makes them very slow, making longer trips very much a weakness.

    -Constant irritation and pain due to their cracking stone skin, pinching at skin beneath and rubbing together, making sleep a nightmare let alone just getting comfortable sitting down.

    -The sheer weight that comes with being a stone troll, on top of the normal body mass of a troll is insane, this becomes a problem when nothing descendant made can hold you and you’re only able to sit on the ground.

     

    LM Approval Required:

    Yes - With trolls being an ET only/event only creature, these will be kept the same, and will most likely mould to the trolls, should they become playable again.

     

    If playable, what are redlines?

    -The sheer weight must be roleplayed out, you cannot have a stone troll sitting on an old wooden dock, relaxing. Same goes for chairs, they’re almost not able to ever sit in a chair, unless made especially and braced for their immense weight. This should be kept in mind during all roleplay and played out appropriately.

    -These beings are smart for trolls, yes, but they’re not massive goblins, they will in most cases not be capable of understanding most complex processes, nor would they be able to perform magic. Perhaps artificiery’s could be possible but unless this was being played by players or multiple ET it isn’t really needed to make that decision.

    -Again with the intelligence, they are able to speak common but would in most cases not be blurting out complex words unless having been taught appropriately, you have to think that they’re taught efficiency, so they aren’t to know complex unnecessary words that wouldn’t be used in everyday life.

    -Their immense weight and painful skin almost always cuts their life in half, a normal trolls life being around 800 years, now at 400 for stone trolls on average.

    -They’re taught necessary information from birth, so some things such as sarcasm may go over their head should they not be taught what sarcasm is and how it works for example.


    I wasn’t sure where this went... SO here it is!

    0
     

    abcabcabcabcabcabcabcabcabcabcabcabcabc

    As interesting as this sounds, I think a Frankenstein troll that continues the research sounds a little bit odd, especially since in the redlines is stated its not really capable of using magic and understanding complex processes, doesn't sound like he'll be able to clone himself. Perhaps change the origin a bit?

  14. On 5/2/2017 at 8:59 AM, squishybear7 said:

    (Name of the creature ) OwlBear    (A slight twist on  D&D OwlBears)

           

    (Picture reference including credit to artist) All pictures were found on google images.

    EVrA9B3W6By33Ylfxxv5Q-iBh8og7K9lQuVaOmNRJvh-zA7012vjUPWmta7vMXOWydj9U3A1LuTnECifEfssDM5cRvBF9ushQrA4sI1ylREhYMcHQZkk6AtPobJnv-HbAvpIHP8RWikipedia

    9bsadNf7fTzlbiCOl7YTG0fYVAcND_rEDjXgptICfuysXbsn_BEweNS2rcC-oUCsxBJuk_e1k5zPbykEZ7nZEhP7pUNGRK4uYmfquVdBnS35CeixyKZzF3GO2d5_vyPNIs3e1mc0forgotten Realms Wiki

    6zAEeydGaB9Kmns-g8aORqxLZj9kbgyCmoy5jMRU8Rc0bg_kH0bD-On3avyihIQkRwdQOXcKAXcRSclJgyyeA6MP9FONi7si3R5YvgddSX5Rt5jbDgi6STk0D-hFPx3i1uOQCnWwpathfinder wiki

                        

    z6A6JW2DWCxMtjmx5PTedIHzNeIFL3zQ5ksqJQ2uqpFRbkMzRcv296BW9stLWD9Bd3U0TAq_oUOxoZabyIrC8wKoC7-GxyjCdeMoyI08ydfDT38eC-s-fmPWBYdlSC0ZVsNFJa2ABaby OwlBear

    Pinterest

     

    Habitat: The Owlbears main home is Forest Caves. However The OwlBear will live in a tree if it can find one that will support its weight. (its very good at hiding and that's why you've never seen one in a tree). The OwlBear decorates the inside of its cave much like a Owl's nest.

     

    Size:        

    Medium, 8-10ft tall when standing on hind legs

    A newborn is 1 ft tall when born and will quickly grow over the course of its first year

    Baby OwlBears (2 years) are 3.5ft tall when standing on hind legs

    The Owl bear can weigh anywhere from 100 pounds to 1500 pounds

    The Adult Male OwlBear maxes its weight at 1500p

               

    Diet: The OwlBear is a carnivore, It will hunt any meaty looking creature. The OwlBear can hunt at night and during the day, to its own needs.

     

    Temperament: The OwlBear wants to rip your body apart. They are an angry, short tempered and very territorial creature. They tend to attack without provocation, slaughtering any living creatures that cross their paths.

           

    Brief summary of the creature        

    “Owlbears are monstrous beasts with the bodies of bears covered in thick fur and feathers. Their heads are like those of owls.” (forgotten Realms Wiki)

    The OwlBear is the straight forward combination of an Owl and a Bear. It uses its claws and beak for killing. OwlBear attacks are usually fatal, it is very hard to escape from one. The OwlBear can walk on either all fours or just its hind legs. Due to its feathers and beak making it aerodynamic, when running on all fours, the OwlBears max speed is 45mph. OwlBears are most active at Night because of their Owl nature, but can be found out during the day. OwlBears are found most commonly in the color of brown, but there is also an extremely rare breed of White OwlBears that tend to live more in snowy area caves.

    Taming an OwlBear is impossible.

     

    Characteristic: (Behaviour, Reproduction, Gathering food)        

    The OwlBear would grab its prey with a hug and use its beak to bite its head or simply grab it from the ground with either its claws or beak depending on the size of the prey. The OwlBears hard skull provides for excellent head butting.  Its front Arms still being wing like, when beaten will stir up a wind (much like a large folding fan. It can however not fly or even glide due to its weight. Much like an Owl, the Owlbear can turn its head 360 degrees. The noise it makes is a combination of an roar and a who, (WhooRaaaar). OwlBear mates live together and leave their young either in their cave or by their tree when hunting. When a food supply runs short where they are living, the OwlBear will move to find a new home. OwlBears can only reproduce with each other and are hatched from large eggs. The OwlBear Egg can take 30 or more days to hatch after being laid. OwlBears can have anywhere from 0-6 children at a time. Baby OwlBears mature at the age of 8 and the average OwlBear lives to the age of 25. By the Age of 2, baby OwlBears will have fully formed claws and a sharpened beak and they will get bigger as they grow..

               

    Origin:

    No one is entirely sure where the OwlBear originated from, Most believe that one day a powerful wizard got very drunk and decided to experiment with the forces and nature of life. Its result was the cross bread of an Owl and a Bear, giving us the OwlBear. The maker of such creatures would be long dead, having been killed by its own creation.

     

    Strengths:

    The Owlbear is a strong creature that excels in hunting prey. Excellent at usings its claws and beak to catch fish in rivers. The OwlBear has the same night vision of a regular Owl. They Have a very hard skull and beak.OwlBears have excellent hearing.

            

    Weaknesses:        

    They hibernate in the winter, feathers and fur do not provide any sort of armor against weapons (due to its large size, it would take many arrows to take down the beast if only its body was hit) , in addition their limited intelligence leaves them easily open to stealthy hunters and traps. They do not have a good sense of smell

                        

    LM Approval Required:        

    yes

    If playable, what are redlines?

    Not a playable creature (because that would be ridiculous)

    3
     

    Accepted

     

    On 5/3/2017 at 2:55 PM, UnfortunatePuppy said:

    (BearOwl )

     

    (Picture reference including credit to artist)Reverse Owlbear by TheKidIsGreen

    (pisture by TheKidIsGreen on deviantart. http://thekidisgreen.deviantart.com/art/Reverse-Owlbear-281093890)

    Owlbear

    (http://jamesmakesgames.com/2014/08/17/fing-majestic/10592890_10101497702090408_7518521319174603725_n/)

     

    Habitat:

    They are most commonly found in forest but the bearowl appearing in the mountains and tundra are not unheard of

     

    Size:

    Quite small, averaging about a foot and a half in height

    Diet:

    Carnivorous, most typically feasting on smaller creatures and fish that it plucks from streams. However if desperate they will take on larger prey such as wolves, horses, or even men.

    Temperament:

    Typically docile unless hunting or provoked, However they are extremely territorial and will attack creatures on sight if they come near their nests.

    Brief summary of the creature

    The bear owl is an interesting creature with the feathered body of an owl, but strangely with a head that of a bear. Despite this awkward appearance its amalgam of bear and owl allow the Bearowl to be a ruthless killing machine when need be. It’s owl like body allows it the swift mobility and flight of the massive winged raptor, while its head has the powerful jaws and skull of the bear allowing it the strong biting power to quickly kill any prey unlucky enough to serve as the bearowls next meal.  

    Characteristic: (Behaviour, Reproduction, Gathering food)

    When not hunting or aggressively defending its nest or territory the bear owl is a relatively docile creature provided you aren’t foolish enough to approach it. The reproduction of the Bearowl is in fact a simple process. The Bearowls have an interesting process of determining mates during breeding season, as females naturally flock to mates that provide large bounties of food, the males compete by catching larger and larger prey, which can be a danger to nearby animals or the occasional passing descendant. After finding a mate the bearowls lay eggs similar to a standard owl in which the newborns gestate for around 24 days before hatching.

     

    Origin:

    Nobody knows for sure the origin of the bearowl. However it is rumored to be the creation of a drunk wizard toying with the forces of life.

    Weaknesses:

    The relatively frail structure of the owl portion of the body can result in the body easily taking substantial damage to the bones and organs if struck hard enough. 

    LM Approval Required:

    No

     

    If playable, what are redlines?

    Tragically the Bearowl should remain unplayable as the strength of these winged beast of doom is too powerful for the everyday RP’er

     

    3
     

    Now now no need to be mean. Denied. 

  15. Its more like perhaps the mists need more concentration and require the Keeper to be sitting down, that would make it unusable in 1 on 1 combat. There's no reason to purposefully say this cant be used for fights, but just that the cost should make it so it wont be used in combat. 

     

    As for the gate travel, I think having several Keepers, and perhaps some symbolism of Xan would be neat, as roman augurs do. Auspicious things that Xan would hold in regard, perhaps a golden shield imbued with holy water as a symbol of defending the weak? Or something a bit more gruesome like the paw of a lion that fought bravely to its end. This would open more avenues of roleplay, I think.

  16. 11 hours ago, squishybear7 said:

    (Name of the creature ) OwlBear    (A slight twist on  D&D OwlBears)

           

    (Picture reference including credit to artist) All pictures were found on google images.

    EVrA9B3W6By33Ylfxxv5Q-iBh8og7K9lQuVaOmNRJvh-zA7012vjUPWmta7vMXOWydj9U3A1LuTnECifEfssDM5cRvBF9ushQrA4sI1ylREhYMcHQZkk6AtPobJnv-HbAvpIHP8RWikipedia

    9bsadNf7fTzlbiCOl7YTG0fYVAcND_rEDjXgptICfuysXbsn_BEweNS2rcC-oUCsxBJuk_e1k5zPbykEZ7nZEhP7pUNGRK4uYmfquVdBnS35CeixyKZzF3GO2d5_vyPNIs3e1mc0forgotten Realms Wiki

    6zAEeydGaB9Kmns-g8aORqxLZj9kbgyCmoy5jMRU8Rc0bg_kH0bD-On3avyihIQkRwdQOXcKAXcRSclJgyyeA6MP9FONi7si3R5YvgddSX5Rt5jbDgi6STk0D-hFPx3i1uOQCnWwpathfinder wiki

                        

    z6A6JW2DWCxMtjmx5PTedIHzNeIFL3zQ5ksqJQ2uqpFRbkMzRcv296BW9stLWD9Bd3U0TAq_oUOxoZabyIrC8wKoC7-GxyjCdeMoyI08ydfDT38eC-s-fmPWBYdlSC0ZVsNFJa2ABaby OwlBear

    Pinterest

     

    Habitat: The Owlbears main home is Forest Caves. However The OwlBear will live in a tree if it can find one that will support its weight. (its very good at hiding and that's why you've never seen one in a tree). The OwlBear decorates the inside of its cave much like a Owl's nest.

     

    Size:        

    Medium, 8-10ft tall when standing on hind legs

    A newborn is 1 ft tall when born and will quickly grow over the course of its first year

    Baby OwlBears (2 years) are 3.5ft tall when standing on hind legs

    The Owl bear can weigh anywhere from 100 pounds to 1500 pounds

    The Adult Male OwlBear maxes its weight at 1500p

               

    Diet: The OwlBear is a carnivore, It will hunt any meaty looking creature. The OwlBear can hunt at night and during the day, to its own needs.

     

    Temperament: The OwlBear wants to rip your body apart. They are an angry, short tempered and very territorial creature. They tend to attack without provocation, slaughtering any living creatures that cross their paths.

           

    Brief summary of the creature        

    “Owlbears are monstrous beasts with the bodies of bears covered in thick fur and feathers. Their heads are like those of owls.” (forgotten Realms Wiki)

    The OwlBear is the straight forward combination of an Owl and a Bear. It uses its claws and beak for killing. OwlBear attacks are usually fatal, it is very hard to escape from one. The OwlBear can walk on either all fours or just its hind legs. Due to its feathers and beak making it aerodynamic, when running on all fours, the OwlBears max speed is 45mph. OwlBears are most active at Night because of their Owl nature, but can be found out during the day. OwlBears are found most commonly in the color of brown, but there is also an extremely rare breed of White OwlBears that tend to live more in snowy area caves.

    Taming an OwlBear is impossible.

     

    Characteristic: (Behaviour, Reproduction, Gathering food)        

    The OwlBear would grab its prey with a hug and use its beak to bite its head or simply grab it from the ground with either its claws or beak depending on the size of the prey. The OwlBears hard skull provides for excellent head butting.  Its front Arms still being wing like, when beaten will stir up a wind (much like a large folding fan. It can however not fly or even glide due to its weight. Much like an Owl, the Owlbear can turn its head 360 degrees. The noise it makes is a combination of an roar and a who, (WhooRaaaar). OwlBear mates live together and leave their young either in their cave or by their tree when hunting. When a food supply runs short where they are living, the OwlBear will move to find a new home. OwlBears can only reproduce with each other and are hatched from large eggs. The OwlBear Egg can take 30 or more days to hatch after being laid. OwlBears can have anywhere from 0-6 children at a time. Baby OwlBears mature at the age of 8 and the average OwlBear lives to the age of 25. By the Age of 2, baby OwlBears will have fully formed claws and a sharpened beak and they will get bigger as they grow..

               

    Origin:

    No one is entirely sure where the OwlBear originated from, Most believe that one day a powerful wizard got very drunk and decided to experiment with the forces and nature of life. Its result was the cross bread of an Owl and a Bear, giving us the OwlBear. The maker of such creatures would be long dead, having been killed by its own creation.

     

    Strengths:

    The Owlbear is a strong creature that excels in hunting prey. Excellent at usings its claws and beak to catch fish in rivers. The OwlBear has the same night vision of a regular Owl. They Have a very hard skull and beak.OwlBears have excellent hearing.

            

    Weaknesses:        

    They hibernate in the winter, feathers and fur do not provide any sort of armor against weapons (due to its large size, it would take many arrows to take down the beast if only its body was hit) , in addition their limited intelligence leaves them easily open to stealthy hunters and traps. They do not have a good sense of smell

                        

    LM Approval Required:        

    yes

    If playable, what are redlines?

    Not a playable creature (because that would be ridiculous)

    abc

    Whoorarrrrr haha. A very interesting creature, although for legal reasons I must ask how much of this is inspiration, as opposed to a copy and paste? 

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